TCAP-athon! 2013 Practice makes perfect, "they" say -- and there's more than a hint of truth to that old adage. 'Review and reinforcement' is a proven strategy for helping students retain important skills they might not use every day. Review gives students an opportunity to practice retrieving and presenting the information that they will need during an assessment. Every time information is retrieved from the brain it is relearned. Review also increases the number of associations connected to the information and this improves the chances that the student will successfully retrieve the information at test time. For example, a recent study showed that after seven days the amount of information remembered by participants who did not review was 33 percent, while the amount of information remembered by those who did review was 83 percent. Regular 'review and reinforcement' helps solidify those skills, so students can draw on them readily when test time rolls around. And yet...is there any classroom activity quite as tedious sounding as 'review and reinforcement?' Review and reinforcement need not be as tedious as they sound, however. The trick is to be creative and engaging while still focusing on the standards students are required to know. Tips: Offer Immediate Feedback with Those Pesky A, B, C, D Test Questions If you have an unhealthy supply of multiple choice standardized test prep booklets, that’s okay. Students do need some exposure to this format — in moderation and with modifications. For multiple choice practice use "pinch-it" cards which can easily be adapted for multiple choice test practice. When having students answer multiple choice questions, it's best to give immediate feedback. Some schools have CPS clicker sets, which can be really fun, but this free method can be pulled out in a second and used over and over again. 1 Directions: Print out the pinch-it cards on the front and back of sheets of card stock and laminate (optional). Students simply "pinch" their answer, so that you can immediately assess them. Pinch-it cards also give students the freedom to select an incorrect answer without embarrassment. Things to think about: Are the games helping the students produce the information in the way it is tested? Are the games only promoting low-level recognition skills? 2 3 Note: While some of the following games may have a particular emphasis in their description, most of them can be modified to work with nearly any subject. 1. 2. 3. 4. 5. 6. 7. 8. 9. 10. 11. 12. 13. 14. 15. 16. 17. 18. 19. 20. 21. 22. 23. 24. 25. 26. 27. 28. 29. 30. 31. 32. 33. 34. STP! Stump the Professor! Bank on Me Math Taboo! Tweet Math! Matamoscas! Pyramid Bozo Buckets Punch-a-Bunch! Millionaire Skee Ball Review Scattergories The Lucky Seven Math Poker/I Offer 1-2-3-4 Whiteboards Delete the Verb Jeopardy Verb Auction The Adverb Game Competitive Sentence Diagramming Worth Less!? Math Whammy 5 in 10 Sink or Swim? Be an Eggs-pert Four Corner Review Connect Four Face Off with an Expert! Graffiti Review Play Ball! Speed Writer Vocab Twister Down to the Wire Hopping Hundred Clue! 35. 36. 37. 38. 39. 40. 41. 42. 43. 44. 45. 46. 47. 48. 49. 50. 51. 52. 53. 54. 55. 56. 57. 58. 59. 60. 61. 62. 63. 64. 65. Mystery Points Ring a Bell! Leapfrog Round Robin Post-It Review Match the Meaning Blurt! Speed Sort Password Sparkle Dictionary Deception Chain Reaction Silence Wheel of Fortune Last Man Standing Move Ahead Deal or No Deal Silent Speed Ball Classroom Pictionary Friendly Feud Tic-Tac-Toe, What Do You Know? Around-the-Room Review Will the Winners Lose? Concentration Review Game Detective Spell Check Game Speedy Spelling Bee Spelling Counts! Question Kickball! Clue Transformation Stretch! Writing WarmUps Get 20! 66. 67. 68. 69. 70. 71. 72. 73. 74. 75. 76. 77. 78. 79. 80. 81. 82. 83. 84. 85. 86. 15! Slapdash Target 300 Math Function Card Draw Backwards Math Four 4s Challenge What’s the Number? Earthquake Writing Race Connect 4 Human Tic-Tac-Toe Brilliant! Buzz! Hit or Miss Basic Board Game Printout Bounce Back Bluff Sixes Checker Challenge Walking Flashcards Relay AArgh-rithMetic Divide and Conquer 87. Down with Digits 88. Jumping Jack Flash 89. North, South, East, & West 90. Trashketball 91. Hoop de Loop 92. Anyone Who? 93. Scholarly Squares 94. Heads Up, 7 Up, Review! 95. Speed Rounds 96. 1 vs. The Class 4 STP! Stump the Professor! Stump the Professor is a fun way to get students to approach new/reviewed information in a totally different way that is fun and challenging. It reverses the roles of the teacher and the students in that it provides the students with the opportunity to play with their learning and propose questions about an area being studied and it is the teacher's job to correctly answer the questions put forth by the students. The goal for the students is to ask valid questions at different levels on Bloom's Taxonomy (higher level questions are worth more to the students) and "stump" the teacher, meaning the teacher does not know the answer. How to Play: Step 1: Choose the Curriculum Select a portion of a book or handout for students to study and pull questions from. If it is a selection from a textbook, it should be something that has been previously read and discussed. This allows all students to feel as though they can participate fully. The selection should not be more than 3‐ 4 pages at the most. It should be focused on a particular area of study. Step 2: Allow Study/Question Forming Time Allow students (and teacher) @ 10‐ 15 minutes to study the selected text. It is important that students write down their questions properly. They should work with partners during this time so they can "test" their questions on each other. The teacher needs to be sure to take this time to study as well because during the actual challenge portion of the activity the teacher is not allowed to use the book or anything else at all to aid themselves. The teacher must rely on what they know from the text and nothing else. Step 3: Stump the Professor Students raise their hands and take turns asking the teacher questions derived from the selected reading. Students can keep their books out and continue to use them throughout the activity but the teacher cannot use the book or any other support tools. The goal is to ask the teacher a question the teacher does not know the answer to. When a student asks a question, they are rewarded with a classroom ticket (or some form of classroom monetary reward) of a very small amount just for asking. If the teacher gets the answer correct, the student gets their reward just for asking and the teacher moves on to the next student for the next question. If the student asks a question the teacher does not know the answer to, the students gets their initial small reward for participating as well as a larger reward for successfully stumping the professor. Here is a real sample from a fifth grade classroom: 5 General Rules: * 15 minutes to study and develop questions * Two tickets just for asking a valid question * Additional ten tickets if the student stumps the teacher with a "right there" question from the book. * Additional 20 tickets if a student asks a question that is a higher level question which is not "right there" in the text but requires problem solving or inference. * If a question is invalid (unclear, confusing, multiple possible answers) no tickets are given and the student can ask the question in a different way or choose to have the teacher move on and come back to them. It is recommended to tell the student how many other questions will be taken before going back to them so they have a sense of time and urgency to get it done. The teacher chose 4 pages from the science textbook covering an area the class had studied earlier in the year. The students were given @15 minutes to review the material and write down questions to ask the teacher. The teacher spent this time studying as well. At the conclusion of the 15 minutes, the teacher sat in a chair at the front of the room and asked for a volunteer to ask a question. He selected a student and the student received two tickets for volunteering to ask a question (tickets were not passed out until that student’s turn was completed). The teacher gave the correct answer and the student got up to get their two tickets while the others raised their hands to be selected. The teacher chose another student and that student asked a higher level question that the teacher got correct and that student also received two tickets in all. A third student was chosen and gave a "right there" question and the teacher gave an incorrect answer. At this point the teacher has the right to ask the student to prove that the teacher was wrong with their answer and the student has to show the teacher where they got the information for their question and what the correct response should have been. This is important because students will sometimes claim an answer is incorrect when they actually misunderstood the answer or had the wrong answer themselves to start with. In this case, the student was correct and received a total of 12 tickets. The game went on like this for @ 20 minutes and the teacher missed a total of 3 questions. 6 Note: Do not "take it easy" on the students so they will feel successful just for playing along. Make them earn it. When they work hard for something, they will enjoy the reward much more. "taking it easy" merely cheapens the game and it will lose its impact on student learning. 7 Bank on Me Divide the class into teams—ex. number off into four or five teams. (Try to keep them around 4 or 5 on a team.) Give a problem or question on the board or orally and have students work it out on their paper or answer, or use pinch cards. Check the first four completed and if they have the right answer they (the students) will go around and check the others. The students may not talk to anyone while waiting to be checked. Then if a player got it right on the FIRST check, they get a point for their team. The team with the most points wins a prize. Option: Use play money for points, ex. 10 questions answered correctly for a team=10pts =$10 I Bet…I Can. Divide students into teams of 2. Each team can bid points on the problem they are about to do. For example, the teacher might say, "on this problem you may bid up to 100 points". Have students put the bid on the corner of their own whiteboard/chalkboard/paper and show it to a team close to them. Then give the whole class the same problem or question. (Pinch cards can also be used in this game) If they get it right, they add the points bet to their running total. If they get it wrong, they subtract. Keep a list of team totals on the board. Variations: Make them alternate which person bets, or have them bet it as a team. 8 Math Taboo! Objective: Have your team guess the word on your card(s) without using the word itself or the other five words on the card. This helps students expand “definitions” to actual understandings of concepts. Materials: Timer Cards Teams Score card The idea of the real game is to get your partner to guess a word by describing without using any of the five taboo words, which are usually the first words that anyone would go to in a description. So the obvious math equivalent is to pick a term that you are throwing around in your class and get students to describe it without using their go-to math descriptors. Definitions are important, but assuming that those are indicators of deep understanding is, of course, very problematic, no matter where those definitions come from. So, this Taboo game serves a two-fold purpose: learning for the students (by forcing them to think deeply about a mathematical concept; by having them trade in math jargon for conceptual understanding; and by hearing classmates describe something in more accessible vernacular) and learning for the instructor (by seeing how well students actually understand a concept; and by seeing what language students use to talk math in the hopes that the instructor’s mathematical narrative can better reflect theirs in the future). Prior to Playing Game Practice: With the word to guess already known to everyone, and give students a chance to take a stab at verbalizing a definition without using the taboo words, one at a time until you get an acceptable description. How to Play: 1. Divide students into two equal teams. 2. Team 1 will pick one player to be the “Clue-Giver .” Team 2 will pick one player to be the “Monitor.” 3. The Clue-Giver from Team 1 will try to get his/her team to guess the word at the top of the card without showing the card to the team. 9 Note: Clue-Givers may not say part of the word, say any of the words below the line on the card, use gestures, sound effects, or say “sounds like” or “rhymes with.” 4. The Monitor from Team 2 will make sure Player 1 does not say any of the words on the card (or part of the words), use hand gestures or sound effects, or say “sounds like” or “rhymes with.” If the monitor catches the Clue-Giver breaking one of the rules, the Clue-Giver must place the card in the “Penalty” pile. 5. Once Team 1 has correctly guessed the word, the Clue-Giver will place the card in the “Correct” pile and continue on to the next card. 6. The Clue-Giver can pass a card at any time, but must place the card in the Penalty pile. 7. Once time is up the Clue -Giver will add points for every card in the Correct pile and subtract points for every card in the Penalty pile. 8. Team 2 will repeat the same process. 9. The game ends once everyone has had a chance to be a Clue Giver. The team with the most points wins. Math Taboo Score Card: Make tally marks for each point scored. The team with the most points at the end of the game wins. Pre-Made Math Taboo Card Resources: Elementary (download pdf of 105+ word cards and instructions for $3): http://www.teacherspayteachers.com/Product/MathTaboo Algebra Taboo Cards (FREE) a total of 126 cards (63 double sides): http://rootsoftheequation.wordpress.com/2012/06/01/algebrataboo/ Alternative game: Tweet Math! (or any other review terms or subjects will work too) In how few words can you express this definition? The idea is to start out with a long definition from a math textbook and see how few words you can use to express the same idea. Twitter forces people to think about what is the core of their idea, which leads to this exercise. 10 This could be done competitively (give groups 5 minutes to brainstorm), or you could do it countdown style, trying to lower the number of words by one each time. This could get students to really consider what is important about a mathematical concept and to get them to realize that the thing itself is more important the words you use to express it. Matamoscas! [aka. Kill the flies, or in French this game is called Mâcher le moustique]. In this review game, students race to the board to swat the answers to questions posed by their teacher. The game can be adapted for all subjects in part because all kinds of answers can be used -numbers, shapes, and so on. The game can also be applied at all levels by adjusting the number of questions and answers, their difficulty, the degree of similarity between them. For example: There are three types of verbs in English grammar – action verbs, linking verbs, and helping verbs. Write these three types of verbs on the board and have one student from each team come up to take their turn. Read a sentence out loud, and ask them to SWAT which kind of verb is featured in the sentence. The first to “swat” the correct answer wins! You can play this game for different kinds of adjectives, nouns, articles, and other grammatical elements. Materials: Two Fly Swatters 1. Divide the group into two teams. 2. Prior to the beginning of the game have all of the answers you are going to use written up on the board [scattered randomly across your board]. The number of questions will vary according to your preferences and the grade level. You might begin with ten questions and answers, use them, and then start over with a new set of ten, and so on. Write the answers in random order on the whiteboard. 3. Choose one student from each team to come up to the front of the room and stand in front of the board with their fly swatters. 4. When you are ready to play, divide the students into two teams in lines. Read a question from your list. At your signal, the two students who are first in their lines run to the chalkboard and swat 11 what they believe is the answer to the question. Each player must swat only one answer, and the first player to swat the correct answer earns a point for his team and erases the answer off the board. Note: Only one swat is allowed per player, so if one player hits an incorrect answer, the other player can take his/her time selecting an answer. 5. If neither student chooses the correct answer, read the question again for the next students in line. 6. The students go back to their group and choose a new player to go up to the front. 7. The team with the most points at the completion of the game is the winner. Variations Add to the challenge of this game by reusing some answers! When a student is the first to find a correct answer, you may require him or her to explain why it is the appropriate response before a point is awarded, or you could award a second point for an accurate explanation of the proper answer. Desktop partner version: Students pair up and place their desks facing each other. The paper with the pictures is placed in the middle. When the teacher says the word, students put their finger (or a sponge paintbrush) on the correct answer. Some teachers give them each a different color crayon or marker to mark the answer. The first student gets a point. If they don’t agree who got there first, neither gets a point. The advantage is that all students are on-task for every item. Grab-it (a variation with no fly-swatter) Use flashcards of vocabulary laid out on the board or between pairs at desks. You call out the question, ex. vocab item. First student to touch/grab/hit/snatch the correct card gets to take it. In case of a tie (or an argument over who was first), the card is set aside—nobody gets it. Student or team with the most cards at the end wins. Pose difficult questions that the students can discuss as a team, with one member of each team in turn racing to "swat" the correct answer. Pyramid Study buddies will have more fun with this partner game. Write a number from 1 to 6 on six index cards and a word related to your topic on the other side. For example, for “The Solar System,” label each card with a different planet. Sequence the cards to form a pyramid on the board, with card 1 at the top, 2 and 3 in the middle, and 4, 5, and 6 at the bottom. Then pair up students and assign three pairs to a team. Have the first pair on Team 1 select a card by number. Then one player reads the card silently and gives his or her partner clues about the word or phrase. If the partner answers correctly in three or fewer tries, the team earns one point. If not, the correct answer is revealed and no 12 point is earned. Then the first pair on Team 2 takes a turn. Teams take turns, with a different pair giving clues and answers until all cards have been used. Teams add and compare their points at the end of the game. Bozo Buckets Bozo Buckets works very well as a review game. If you've never heard of it this is what it is--First separate the class into two teams. Have a bucket and a large/medium sized soft ball. Set up point strips about a foot apart going away from the bucket (100, 500 pts, 400, ...). Call a member from one team up to the bucket. They choose how many points they are playing for. Ask the student a question, if they get the answer right they shoot for the bucket and earn/don’t earn points depending on if they make the bucket. Vary the game to fit your needs. It works great for Academic Vocabulary review or any other subject. Punch-a-Bunch! Make your own punch-a-bunch board for your students. Use thick paper bowls or cups, 2 layers of tissue paper, and tape. Tape the bowls to a science display board or trifold. Divide class into teams. Send up a contestant from one team. The contestant must answer the review question correctly to earn punches on the punchboard. Dollar amounts in the punched holes are revealed, with the contestant having the option of taking the dollar amount (points for their team) or giving it back to accept the dollar amount in the next punched hole. The top prize is $25,000. For alternate construction methods go to: http://blog.celebratethebigandsmall.com/2011/09/29/all-about-thepackaging-candy-button-punch-box-tutorial/ Or, http://shannonmakesstuff.blogspot.com/2011/04/punchboxgame-idea.html Millionaire 13 In “Millionaire,” kids have to keep answering questions correctly to win. To play, create a question bank in which four answers are provided for each question (with only one correct). Then write a point scale on the board. To play, read a question to the first player on Team 1. If he or she chooses the correct answer, the team is awarded the first level of points. If the player is unsure, he or she may use a “lifeline.” In a “Team Survey,” team members vote on the answer they think is correct. In “50/50,” reveal two incorrect answers. In “Ask a Teammate,” the player selects one teammate to help choose the answer. Each lifeline can be used only once by the team during that round of play. Players take turns answering questions. If incorrect, the team’s turn ends and it receives the last point value earned. Then the next team takes a turn. Skee Ball Review Materials: Cheap tubs or buckets: Ex. the red, white, and blue tubs in the picture came from Dollar Tree. Numbered labels glued onto clothespins. Wala! Just clip the pins to the tubs and play SkeeBall review to your heart's content! Make 2 or more sets and use them relay team style. Skee Ball...Any skill, vocab, etc.... divide class into teams. Teams answer questions on dry erase boards, then one person from each team tosses the ping pong ball or button to find out what they scored. Or you could do it vice-versa.... At the end of each round teams will total their point value using white boards. Find sets of round polka dot printable numbers here: http://www.technologyrocksseriously.com/2012/06/round-polkadot-numbers.html If you click on the Download button located at the bottom of the big copy of any printable it should immediately download for you! Variation: To make this style target, use 2-inch-wide poster board rings, ex. at a ratio of 28, 21, 17, and 8 inches long, secured at the seams with double-sided tape. Attach printed point values (or simply write them on)and assemble the rings as shown. 14 Scattergories Class Size: Large (play in teams), Small (students play as individuals) Materials: Prepared list of categories Paper Pencils The actual Scattergories game is played by each player creating a list of words that all begin with the same letter for category given. For example if the category is Fruit and the letter is "M" each player has 3 minutes to make their own list of fruit that begins with "M" such as: mango, mandarin orange, mangosteen, melon. After 3 minutes all players compare their list, only unique answers score points, answers that are duplicates of another players don't get points. However, this game has endless possible variations and can be used to review and determine students’ knowledge about many topics and lead into discussion. Math: problems that have the answer 2. Geography: mountain ranges in the eastern united states. History: Wars that the US has fought. Scattergories in Classroom: Scattergories in its original form is a great classroom game but can also be expanded. Rather than restrict the answers for each category to begin with only one letter, let the students list words that relate to the given category regardless of the letter they start with. Using the same example Fruit, students can list apple, banana, orange... whatever. Group Formation: For the large classes, when dividing the students into teams for group work, I find it best to first identify which students have the highest level of academic undestanding and make sure there is one of them in every group, otherwise the teams will be lopsided and there will be some students inevitably left out of the learning process. 1 Have the students pick their own team names (they love this and its always funny for the teacher) and decide who will do the writing. If the students are hemming and hawing over who the writer will be, Rock, Paper, Scissors always does the trick. Write the team names on the board to keep track of points. 2 Write a category on the board & do an example with the class. I like to call 2 or 3 students up to the board for this, so the entire class can see and understand how your version of the Scattergories game is played. 3 Let them know that correct spelling counts! 15 4 Announce the category and write it on the board. Give the students 3-5 minutes to create their list of answers. 5 Make sure they put their pencils down. Compare answers and give 1 point for each unique answer. If a child was the only one to think of the word have them circle it and add a star on the chart next to the word. 6 Repeat steps 4 & 5. *Sometimes it¡¯s fun to have the last question be worth more points. *** Leave yourself a few minutes at the end of class to tally the points and let students bask in the glory of winning. Variation: Scattergories Categories Players are given a word that describes a category (ex. Minerals)– it is then up to the players to come up with words that start with each of the letters in the original describing word – a deeper level of play. The fun begins when the timer starts, and you’ve got 2 minutes to think of something that will (1) fit into the category, (2) start with the correct letter, (3) be unique (in that no one else will write it as their own). Example—Carnival: C = cotton candy, A = acrobats, R = rats, etc. This can get very creative and you’ll get answers you would’ve never expected. 16 Subjec t: Subjec t: Subjec t: Subjec t: 17 "The Lucky Seven" For this game have students work on their personal whiteboards or sheets of paper but allow them to discuss with their partners their solutions, questions they might have over a certain problem, etc. before you ask for one of the team members to display answers. If students answer a question correctly they will get to select one of the cards from the game board. Cards have a variety of outcomes such as; Add 3 to your score, Add 5 to your score, Subtract 4 from your score, Subtract 3 from another teams score, Double your score, Cut your score in half, etc., enough for about 28 cards. Math Poker/I Offer Looking for something easy yet fun to do in math class? Math Poker is an activity that takes little to no preparation. Students love to play and it is a great use of class time! Get math problems to review, ex. from student’s textbooks or flashcards for the game. All the students need is a piece of paper divided into three columns. The first column is labeled "Bets" or “Offerings”. The middle column is labeled "Show me the Math". The third column is labeled "Total Earnings". Students start the activity with $100. They must make a bet of at least $1, and can not place a bet/offer for more money than what they have in their account. Ask students to place their bet/offer before you place the problem up on the board or projector to view. Students must show their work in the middle column. If they get the answer correct, they double their bet/offer and add it to their total earnings. If they miss the problem the student must subtract the bet/offer from their previous total. If students run out of money, they come to the front of the class to earn $10. You might ask them to give you a math formula, or solve a problem to earn the money. At the end of the game, students with the most money wins. The great part about this activity is that whether they win or lose, every student gets a nice review of the material that will be on the test! 18 1-2-3-4 Whiteboards Have 6 rows of students, ex. There are 4 students in each row. Each row is a team (6 teams of 4 students). The first person in each row is #1, the second #2 etc. Give a vocabulary word, math problem, or review question and everyone writes the answer on their whiteboard, chalkboard, or sheet of paper. Roll the die and call out the number (in my class only 1-4). If I call "2", the 2s from each team hold up their whiteboards and get a point if it's right. If one row has only 3 students, the students take turns being #4. Delete the Verb You can use this game to have students practice any tense they are learning. It's good for younger students and older. If you are practicing past tenses, write the past and present tenses of five verbs on the board in random places. Have two students, from different teams, come to the board and give each an eraser. Say a sentence such as "Yesterday I went to school; today I blank to school." The students have to race to erase the present tense of "went;" "go." Mix up the tenses of the sentences and write new verbs when there are only a few left. Jeopardy Using the format of the famous TV show "Jeopardy" is a good way to practice many tenses. Across the top of the white board write five titles, such as Places, Foods, Movies, Sports and Homework. Under each title, write point values from 100 to 500. If the student chooses 100, he must say a sentence relating to the title, using the present tense. If he chooses 200, he must use the past, and so on. You can choose the appropriate tenses. For example, if the student chooses Sports for 200, he could say, "Yesterday I played baseball." The difficulty of the sentence depends on the student's level. The winning team chooses the category. Classroom Jeopardy Use Jeopardy to review concepts for a test, or just to do informal assessment of student knowledge about any given topic. Materials: Questions printed out landscape, bold and large on 81/2 x 11 paper. Jeopardy category board (spaces for 5 questions per category, and 5 or 6 categories) and placards to cover the questions with the point values of 100, 200, 300, 400, and 500 points. A scorekeeper (can be a student). 19 1. Divide class into groups. One method is to group them according to the rows they sit in. 2. Review the rules. 3. Alternate which row gets to start each time we play as change the rotation of questions each time as well. For example, the row in the front right corner may get to go first and we rotate clockwise this time we play, when last time it was the second to the last row on the left and we rotated counter clockwise…). The group that starts picks their first question. 4. The team that picks the question is the only team allowed to whisper while contemplating the answer. The other groups wait to see if the question is answered right or wrong. I am the timekeeper (the time varies according to the difficulty of the question). 5. If the answer given is right, the team that picked the question gets the points and we go on to the next team. If the team gets it wrong, then they get negative points (this prevents teams from starting at 500 and working up) and the next team in line may steal the question. If they get it right, they get the points. They also get their normal turn in line to pick a question. If the second team in line gets it wrong, they do not loose any points (because they did not pick the question) and the question gets passed to the third team in line. If that third team gets it right, they get the points, but the second team in line still gets to pick their question next. 5. I generally have six categories of five questions each and rarely finish revealing all the placards at the end of a two hour block day. This is because we spend copious time after each question reviewing and clarifying concepts they are sure to see on the test. 6. FINAL JEOPARDY: Teams select their spokesman to take the seat at the front of the room. Teacher will give the category, then the team will wager the points (have them write it on a piece of paper IN PEN or on a small personal-sized whiteboard). They can wager up to the amount their team has earned in the game. Read the question and then have the class hum the Final Jeopardy song if you want, as the team rep writes their answer, and turns their paper over. Starting with the team with the lowest points, have each team announce their wager and their answer, and tally their final points. If they answer correctly, they get the points; if they don't, they lose the points. Jeopardy Rules 1. The purpose of this activity is to review for the test and for students to leave here feeling confident they know the materials. 2. Don’t waste our time debating with the teacher. The more time we waste, the fewer questions you’ll get to see. Argue with the teacher = lose points. 3. No put downs. Even if you don’t mean it, phrases like “that’s so easy” or “I can’t believe they got that one wrong” said under your breath can leave someone feeling defeated. Put downs = lose points. 20 4. No talking when it’s not your team’s turn. When your team has the question, you may whisper with each other. If your team is waiting to steal, write notes back and forth but don’t talk. When the noise level goes up, people can’t hear the questions and answers and therefore can’t review. Talk when it’s not your team’s turn = lose points. Verb Auction Develop a list of sentences based on your students’ grades, standards, and skill levels. This game can be used to practice any grammar skill that your students need to hone up on and they’ll have fun doing it. Divide the class into pairs. Each pair will be given a list of auction items, which are sentences that use the needed grammar skill [ex. past tense, present tense, or future tense] and an imaginary amount of money, represented on paper or by play money. The auction list should include a 50/50 ratio of correct and incorrect sentences. After the students review the auction list, begin the auction. Pairs will bid on each sentence based on whether or not they think it is correct. A correct sentence means you get your money back; an incorrect sentence means you lose your money. Students must keep track of their remaining funds [subtracting as they go]. Have students check answers and count up the money after all the sentences are auctioned off. The pair with the most money at the finish wins the game. Variations: Hold grammar auctions where students bid for the right to say whether a sentence is right or wrong 21 and/ or correct it, doubling the money they bid if they are right and losing that money if they are wrong) make correcting errors fun. Unfortunately, the popularity of this style of activity can mean they are somewhat overused and that your class might well have done exactly that same game with their last teacher. There can also be problems with the game as it is usually played, such as teams who win at the beginning of the game being able to dominate it or some slower or less confident teams not taking part at all. For these reasons, there are 15 classroom tested variations below: 1. Infinite grammar auction Rather than being limited in their bids to the amount of money they have (in the usual version the teacher writes an amount of money such as a million dollars on the board by each team name at the beginning of the game and then changes that as they win and lose money), the teams can bid as much as they like and the teacher keeps tally only of how much money they are up or down. This variation is good for large numbers practice, for adding amusement by the ridiculously large amounts being bid and for making sure teams aren’t left out by losing all their money early on. The danger with this version is that for an easy question the bidding might never stop, so make sure you stick in some trick questions fairly early on in the game to make them a little cautious. 2. Reset grammar auction Another way of making sure one team doesn’t dominate or get left out is to stop the game after a certain number of questions (perhaps five or ten), “save” the money they have at that point, and then give each team an equal amount of money to bid with from then on. This can be repeated three or four times, and then all the saved amounts added together for their final score. 3. Limited bids auction A third way to stop a team with the most money just outbidding the other teams all the time is to set a limit on how much the bids can be raised each time, similar to limits in a poker game. 4. Sealed bids grammar auction Rather than openly bidding against each other, the teams write down how much they want to bid somewhere secret (you can ask them to write it out in words if that is useful numbers practice), and then read them out to see who bid the most. 5. Take turns auction This variation can be planned, or improvised if there are students who are too cautious to bid. Rather than bidding against each other, teams take turns being given a question and bidding (actually more like betting) as much or as little as they like on that question. Alternatively, they can choose which question they want to try and how much money they want to stake on being right about it. 6. Poker bidding auction This is a variation on Take Turns Auction above. After one team bids for a sentence, the team on their left has the chance to bid higher or not bid. If they bid higher, bidding passes to the next team and continues round. If any team doesn’t bid, the previous team (the team on the right, the last ones who bid) gets the chance to say whether the sentence is right or wrong and/ or to correct it. 7. Double or quits error correction In this simple variation, once a team has doubled their money by correctly saying that a sentence is wrong, they have the chance to double their money again by correcting it. Alternatively, they can just keep the money they have already won and the teacher will elicit the correction from the whole class. 22 8. Double or quits chicken One team says whether the first sentence is correct or not and/ or makes any necessary corrections, doubling their money if they are correct. They then have the chance to just keep their money, or risk it all for the sake of doubling it on the next sentence. The same team can continue risking all that money in order to keep doubling it for as many questions in a row as they like, until they are sure the next sentence is too difficult or lose their nerve. Play then passes to the next team. 9. Grammar etc auction Rather than saying whether a sentence is wrong or not, students have to identify which of two different categories the next sentence is in, e.g. “Is the request impolite or a grammar mistake?” or “Is the word or expression a false friend or doesn’t it exist in English at all?” 10. Grammar roulette Rather than only one team winning the right to answer a question, each team can bet as much of their money as they like on whether a sentence has a grammar mistake or not (similar to red or black in roulette). They then double whatever they bet or lose it. 11. Test each other grammar auction Students make up the sentences to be used in the game or select sentences from the textbook and add errors to them. They can then act as auctioneers while all the other teams bid. 12. Test each other grammar auction 2 Another way in which students can challenge each other is in putting a price on each sentence they have depending on how easy or difficult they think it is to correct or spot the error in. They can be asked to do this having been given the answer key or without it. The other team or teams can then decide which sentences they think are worth the price. To do this variation you will need different lists of sentences for each team. 13. Bids and hints After buying the right to correct a sentence, the team can decide to buy a hint (e.g. “It’s the wrong tense”, “It’s a spelling mistake” or “It’s a trick question”) before they make their attempt. Money paid for hints is not refundable. 14. Playing cards grammar auction Deal out 10 normal playing cards face down to each team at the beginning of the game. This can be done at random, or so that each team has the same selection of values. The students then bid using their cards, e.g. if the highest card put down for one round is a Jack, then that team have bought the right to say whether then sentence has a mistake in it or not. 15. Grammar auction board game Teams bid a number of squares on a board game, and go forward or back that many squares depending on whether they got it right or wrong. As you can quickly run out of squares, either limit bidding to six or have a board game they can go round and round and make the winner the team which makes the most circuits. 23 24 The Adverb Game This grammar game never gets old. It works in ESL classrooms, elementary school classrooms, and college classrooms, and it's always a total hoot. This game focuses on adverbs that describe the manner in which something is done. It does not work for adverbs that tell time or location. Here are the steps: 1. One student volunteers to leave the room. 2. The student chooses a manner adverb. For example: quickly. 3. The student returns to the classroom and the other students give this student orders such as, "Walk around the room." or "Stand up." or "Shut the door." 4. The person who has chosen the adverb has to follow his classmate's orders in the manner of his chosen adverb. (He must walk around the roomquickly.) 5. After the student has been given at least three orders, his classmates can guess his adverb. Possible adverbs to use: quickly, slowly, angrily, happily, quietly, loudly, strongly, sheepishly, calmly, lazily, sleepily, fearfully, silently, painfully, seriously, dramatically, gracefully, stiffly, jerkily, sloppily Competitive Sentence Diagramming Most students love a chance to get up to the whiteboard and show their skills. After teaching students some basic sentence diagramming, have them split up into teams. Write a sentence on the whiteboard. Students then work as a team to diagram the sentence. Teams earn points based on the accuracy of their diagram and the amount of time that it took them to complete the diagram. One teacher who teaches middle school English had this to say about competitive sentence diagramming: "I have discovered that students LOVE to compete at sentence diagramming - even if they are not very good at it." He even started a sentence diagramming club, The Competitive Sentence Diagramming Club, since the kids loved it so much. Another teacher commented, “The yearly goal of my eighth grade English class was to diagram the first paragraph of the Declaration of Independence which, as you know, is actually one sentence. They loved it, and each year, in June, the completed diagram wrapped around my classroom walls.” Diagramming is very visual, and things fit together where they should. It really is a helpful tool for students to use in learning complete, correct and smooth sentence structures. It’s also fun. You give the students a sentence, and they compete to be the first with a correctly completed diagram. Have your students compete in teams or individually. Start off with easy sentences and build up to complex ones 25 Variations: Each team starts off with 100 points and get deductions for errors. The team with the most points after deductions wins. Hold diagramming sentence relay races Teams Split the class up into two or more teams. Give each team a place at the whiteboard. Write a sentence on the board, and have all of the teams begin at the same time. Only one student per team can be writing on the board at a time. The first team to finish with a correct diagram wins. Individually You can also make this an individual activity. Have all of the students take out a sheet of paper and copy the sentence that you write on the board. The first student who has successfully completed the diagram wins. What Sentences Should You Give Your Students? Be sure that the sentences you give are appropriate to the students' level of understanding. If you are stumped about how to come up with sentences for your students to diagram, start with a basic sentence and add layers. Here is an example of adding layers to a sentence until the sentence is appropriate for your class. 1. The dogs howled. This is short and sweet. 2. The five black dogs howled loudly. This time, I added some adjectives and adverbs. 26 3. Good grief! The five black and white dogs around the corner howled loudly throughout the night. Now, I added an interjection, a conjunction, and two prepositional phrases. 4. Good grief! My neighbor and I hate it when the five black and white dogs around the corner howl loudly throughout the night and into the day. Now we have a complex sentence. It is comprised of an independent clause and a dependent clause. Give diagramming a shot in your classroom. Your students will thank you for it! 27 Worth Less!? One really fun game that works for reviewing any subject is to divide the class in two teams & assign crazy point values to each question. For example, make 2 matching sets of point cards, such as 5 pts, 79 pts, 1000 pts, 2 pts, 500 pts, etc for each team. Then scramble each set of cards before starting the game, team #1 's first correct answer might be worth 79 pts, team #2's question might be worth 1000. Have a score keeper write the points earned on the board. Students have a lot of fun adding up the total points at the end of the game. Math Whammy a review game created by Heather Hart All you need is a Whammy Game Board, and a set of dice labeled 1-6, and A thru F. You will also need lots of random items to use for prizes when you play. You will notice on the game board that the game calls for prizes of pencils, pens, papers, stickers, surprises, etc. Just use the old pencils and pens or random items left behind in your classroom, paper that you want to recycle, real pennies, paper clips, and any fun things you randomly have as prizes. Divide your class up into teams made up of 3-4 students each. Put review problems on the board and students work together in their group to solve. All students are to work out the problem and agree on an answer before one of the team members comes to your desk. They take turns doing this. If correct, the students roll the dice for prizes. Prizes are saved until the end of class in case a team has to return a prize. If their answer is wrong, they have to give one of their prizes back- and they get to choose which one to give back. The fun thing about this game is that if a person lands on Whammy, the team has to give all of the prizes back that their team has accumulated throughout the class. There are lots of "Whammys" on the board, so there is lots of risk involved. When they land on Prize, they get to select any prize that I have put out. Lots of fun for everyone- and a great chance to review for tests. 28 Math Whammy! A 1 Pencil B C D E Paper Paper Sticker Whammy Penny Pencil Pen Penny 2 Whammy Surprise 3 Sticker F Pen Whammy Surprise Whammy Whammy Pencil 4 Whammy Paper Prize Surprise Prize Whammy 5 Surprise Prize Paper Penny Paper Sticker 6 Penny Whammy Surprise Pencil Sticker Pencil Math Whammy! A 1 Pencil B C D E Paper Paper Sticker Whammy Penny Pencil Pen Penny 2 Whammy Surprise 3 Sticker F Pen Whammy Surprise Whammy Whammy Pencil 4 Whammy Paper Prize Surprise Prize Whammy 5 Surprise Prize Paper Penny Paper Sticker 6 Penny Whammy Surprise Pencil Sticker Pencil 29 5 in 10 Divide the class into teams, and have one person from each team stand in the front of the class/others by the board. The questioning team, or teacher, comes up with a category, ex. Name 5 Adjectives. The person from each team then has 10 seconds to list 5 of Whatever Was Chosen on the board, or orally, as decided by the teacher. It works for most subjects as review. Sink or Swim? Have students form two teams and line up in two lines across the room facing each other. Ask someone on team 1 a question, if they get it right they may “sink” someone on team 2. Then I go to someone on team 2, if they answer their question right they may either sink someone on team 1 or rescue their "sunken" team member. The kids really love this game. The winning team is the team with the most people still standing. Be an EGGS-pert' Questions are on slips of paper placed in the small plastic Easter eggs, as a team answers correctly they place their egg in their egg carton, first team to get a dozen are the EGGS-perts; especially good as a test review. Four Corner Review Multiple choice review questions are center stage in this activity that can be used to review any subject matter, any skill. This lesson is an active one; it involves students in moving around the classroom. Materials Needed mural paper or poster board markers index cards (see instructions for labeling in Lesson Plan section below) Before the Lesson 30 Create four large signs. On one sign, write a large letter A. Write a large letter Bon the second sign; a C on the third sign; and a D on the fourth. Post one of the signs in each corner of your classroom. Obtain one index cards for every student in the class. Write the word Player on about threefourths of the cards; write the word Fibber on the remaining cards. Prepare in advance at least 25 multiple-choice questions relating to a unit or skill students have been studying. All questions should have four possible answers A, B, C, or D. This game can be used for a variety of curriculum areas and subjects. Following are some examples: In math class, provide calculations or word problems for students to solve; they can solve the problems in their math journals/notebooks. In language arts class, the game easily can be adapted to reading content, vocabulary, or grammar. (For grammar, you will probably want to prepare transparencies using an overhead projector; the text might be divided into four lines -- lines a, b, c, and d). Students will identify the line in which they spot the grammar error you have "planted.") In other subject areas, the game can be adapted to review content, concepts, and/or vocabulary. The game can also be used to build standardized test-taking skills. The Lesson To begin the lesson, place one of the index cards face down on each student's desk. Instruct students to look at their cards privately to find out if their role in the game is that of a Player or a Fibber. Tell students to not reveal their roles to their classmates. Run through a couple of practice questions before beginning the game. Pose the first question and four possible responses. Ask students which response they think is the correct one. Have students who think the correct answer is A stand by the A sign. Students who think the correct answer is B, C, or D gather near their respective signs. Here's the catch! Students who hold the Player cards go to their appropriate corners while students who hold the Fibber cards are free to go to any corner. The Fibber's movements are intended to throw off the other students. Perhaps some of the brightest students are Fibbers and some players will be tempted to follow those students to the wrong corners. Doing this encourages students to think for themselves, not just follow the flock. When all students have taken their corners, reveal the correct answer to the question. Ask students who chose the correct answer to explain why they selected that answer. Then you're ready to pose the next question 31 Connect Four Using the traditional game frame and chips: There is a black team and a red team. If they answer a question correct you get to put a checker into a slot, but they have to build from the bottom up just like in connect four and must get four in a row to win. Face Off with an Expert! Make out a series of notecards ahead of time with a math problem on the front, and the answer for the problem on the back. You should have enough for each student to have a card. The only other thing you need to do is set up your classroom with a row of desks facing another row of desks to create a section. Give each student a card. They should answer the card on a separate sheet of paper and then check their answer with the correct answer on the back of the card. If they need help, they can ask for it from the teacher, or students can look up how to solve the problem. Basically, they need to become the "expert" for their card, and be able to explain how to solve it to another student. Once this first step of the game is complete, the fun begins for the students, and you the teacher can watch! Students sitting across from each other will solve each other's math card. If they need help the "expert" student helps out. After a few minutes, call for half of students in the section to move. To do this in an organized fashion, half of the section stays put (i.e. the kids facing the door), and the other half of the student section moves over one desk (i.e. the students facing the window). Tip: You can have one section of students move to another section in order to allow students to move completely around the room and gets lots of questions reviewed. Students take their question with them that they are the expert on. The whole process repeats with each other solving the other student's card. At the end of the class period, the students will be an expert on their review question as well as a few others. Students should also have gotten lots of practice on other review questions with help from the "expert" sitting across from them. 32 Graffiti Review Generally use it before a big test/exam as you need topics/words that are not too specific. Take several words or topics from your unit or material, eg. Noun, adjective, verb, galaxy, American Revolution. Write each one in the middle of a piece of chart paper. Spread the chart papers around the room (wall, desks or floor). Give each student or group of students a marker (different colours if you can). Each student/group starts at one chart paper. When you say "go" they have to start writing down everything they know/can remember about the word or topic. Use a timer, and call "switch" after whatever interval you decide to use (30 sec., 1 min., 2 min. etc. it depends on the topics and the class). At "switch" they must rotate to the next paper. When all students/groups have written on each paper, collect them. One at a time, put them up on the board, as a class read through what has been written, and correct any inaccurate information or mention any important information that has been missed. Brainstorm Race: Brainstorm Race is a good game for several teams of four or five students. Give each team a way to record answers, whether they use a flip chart, white board, or whatever. Announce a topic to be covered on the test and allow the teams 30 seconds to write down as many ideas concerning the topic as they can come up with...without speaking! Compare lists. The team with the most ideas wins a point. Depending on your setting, you can review each topic immediately and then go on to the next topic, or play the entire game and recap afterward. Play Ball! The rules of baseball are adapted in this lesson that provides review practice for students. In this indoor or outdoor activity, students advance the bases as they give correct answers to review questions. With a little creativity, the lesson can be adapted to almost any subject or skill. Materials Needed bases (if you don’t have space outside, you can play indoors and four student desks might be arranged to create four "bases") quiz questions prepared in advance 33 Before the Lesson Prepare a long list of questions that provide math practice, information recall, or skill application. Following are some examples: If you teach math, you might collect simple questions or math problems that reinforce your students' skills or provide math fact practice. If you teach language arts, you might prepare sentences that include one grade-appropriate error of punctuation, grammar, or spelling. Or you might provide a word and two definition choices; the students' job will be to identify the correct definition. If you teach science or history, you might create questions of fact recall or vocabulary. Or you might create riddles that provide clues to the identity of an important figure in history/science, followed by the question, "Who am I?" The Lesson Set up a "baseball field" in your classroom. Identify the locations of home plate, first base, second base, and third base. You can use actual bases or four desks. Arrange the class into two teams. Flip a coin to determine which team will be "up to bat" first. Pose the first question to the first batter. If the batter gets the question right, s/he goes to first base. If the second batter correctly answers the next question, s/he goes to first base, forcing the student on first base to move to second and so the game goes. Which team scores the most runs? If a "batter" misses a question, that batter is out and the next batter gets a chance to answer the same question. Three misses and the other team takes the field. Change pitchers every so often by either switching to a different category or level of difficulty. Name your pitchers; "Juancho Answero" is a classic! Extending the Lesson You might o provide questions of varying levels of difficulty. Students could opt to answer a "double" question. Double questions are more difficult, but a correct answer will earn students two bases; that way, they can move along the runners more quickly. o opt to give each team 4 or 5 outs per inning (if you feel there is too much movement in the game). o keep track of their own hits, runs scored, runs batted in, and batting averages. 34 Speed Writer Two teams. Each sends a player to the board. Ask a question and the first to write the answer completely gets two points. If they don't know the answer they turn and give the white board pen to a team member who can try to get it for one point. Vocabulary Twister The game cards listed below the image and in the right column at the following link contain the 30 vocabulary words selected by a panel under the supervision of Dr. Robert Marzano for Tennessee schools, grades K-10, for each content area (Reading Language Arts, Math, Science, and Social Studies) http://jcschools.net/tutorials/vocab/TWISTER.html Down to the Wire Have 2 student judges who check the answers. 35 The teacher needs to have questions made up and 2 groups who are in a line sitting on their desks. Kids love sitting on the desks, but it isn’t necessary if you are worried about risks or have rowdy students. Additional rule: answers can NOT be yelled out, if they are that team loses a point. How to play: For example if you want students to be able to write down the name and the number of protons, neutrons, and electrons in an element the judges pull a question, ex. element, from the box. The judges say H and a student from each team runs to the board an writes down the name (hydrogen) and # of protons, neutrons, and electrons and have to go back and sit on their desk. Everyone has to stay on the desk before the judges can check the answer. The first team with all the members sitting and with the correct answer gets the point. This game can be adapted to any subject area, ex. math problems, vocabulary definitions, facts, etc. Also let the judges come up with additional rules, for example, if they deem the class is too excited and they, the judges, had to repeat themselves, the team asking would lose points. Hopping Hundred Hopping Hundred is a fun game for two people. It’s simple to play and it gives players a chance to practice multiplication and division. Materials: Each player will need: A copy of Hopping Hundred Game Board, tape the two pages together 100 small objects (such as dried beans, pennies, paper clips, or pieces of paper to use as tokens) Note: This game can be simplified by using only the numbers 1-50 (the top half of the game board). You may want to start with this simpler version of the game, letting players move up to the version of 100 numbers when they are ready. Hopping hundred can also be played 36 independently by groups of two. It is a great activity for those who finish other assignments early. Before your group plays Hopping Hundred, make sure everyone understands what multiples and factors are. A multiple is what results when you multiply a number by other numbers. Some multiples of the number 3, for instance, are 6 (which is 3x2), 15 (which is 3x5), and 33 (which is 3x11). Factors are numbers you can multiply together to get the number you’re after. Some factors of the number 90, for example, are 2, 3, and 5, because 2x3x3x5=90. Other factors of 90 are 6, 9, 10, 15, 18, 30, and 45. All of these numbers divide evenly into 90, leaving no remainder. Summarize the rules of the game aloud or have players follow the instructions written on the board. How to Play: 1. Player 1 chooses any even number and puts a token on that number. 2. Player 2 chooses any number (even or odd) that is a multiple or a factor of player 1’s number and puts a token on that number. For example, suppose that Player 1 choses 10. Player 2 could choose 20, 30, or 40. These numbers are all multiples of 10, because you can multiply 10 by some other number to make them. Or Player 2 could choose 1, 2, or 5. These numbers are all factors of 10, because they divide evenly into 10. (Divide evenly means that the result is a whole number and there is no remainder.) 3. Players take turns choosing numbers to cover from those remaining. On each turn, a player can choose any uncovered number, even or odd, as long as it is either a multiple or a factor of the previous number chosen. 4. The first person who cannot cover a number loses the game. This game requires players to think ahead. Playing smart means thinking not only about the number you are going to choose but also about the number your opponent might choose— or will be forced to choose—when it’s his or her turn. A player wins by picking a number that has no multiples or factors left on the table. Did anyone figure out a consistent technique for winning? There is one! Challenge: Have students work together to make the game last as long as possible before they get stuck on a large prime number! 37 38 39 Clue! It's a whole class review, but only two students compete at a time. Two students come up to the board but face the class. The Teacher writes a term such as a concept that's been taught or a vocabulary word, etc. on the board behind them. They then take turns calling on a student to give them a one-word clue to help them guess the word. They take turns calling on students until one of the two at the board is able to guess the word. The student in the "audience" that gave the final clue then gets to come up to the board and takes the place of the student who was not able to guess the answer. It's fun because the students in the audience really have to think about the concept to be able to give a good enough clue so that the student can guess it correctly, and the students at the board have to be able to process the different clues they are given so that they can give the right answer. Mystery Points One really fun game that works for reviewing any subject is to divide the class in two teams & assign mystery point values to each question or problem. For example, make 2 matching sets of point cards, such as 5 pts, 79 pts, 1000 pts, 2 pts, 500 pts, etc for each team. Then scramble each set of cards before starting the game, team #1 's first correct answer might be worth 79 pts, team #2's question might be worth 1000. Have a score keeper write the points earned on the board. Students have a lot of fun adding up the total points at the end of the game. Rings a Bell! Arrange students into two or more teams. Two teams might be the most manageable arrangement; but the more teams you have for this game, the more practice students get. You must have a bell or noisemaker for each team. (If you want to make this a really special event, give each student a party blower to use!) You might appoint a scorekeeper to record points as they are awarded. You also might appoint a flashcard handler, especially if students have played before and you have modeled the role of the flash-card handler. 40 Have each team line up facing you. At the head of each line, position a desk with a bell on top of it. To start the game, have the one member of each team step to the desk. Students' hands should be ready to ring the bell. Show them the next math-fact flash card in the stack. As soon as a student knows the answer, he or she rings the bell. The first student to ring the bell gets to call out the answer. If the student who rings the bell calls out the correct solution without delay, he or she earns a point for his or her team. If the bell-ringer delays a response or calls out the wrong answer, the opposing team earns the point. After that round, the first two students run to the back of their respective team's line and the next two players step forward and prepare to answer a question. The game moves quickly. The more quickly it moves, the more chances for math-fact practice each student gets. At the end of the game, the team with the most points wins. Leapfrog Print out the sheet of frog pictures with point values written on them 5, 10, 15, 20. . . until 50. Make sure you have at least 5 frogs with the word leapfrog on them. Mix them all up and have them face down so the kids can't see what’s on them. You can have any amount of teams for this. Ask a team a question if they get it right they get to pick a frog and they get however many points the frog has on it. Repeat this with other teams. The fun part is when someone gets the leapfrog. All of their points "leapfrog" over to the next team. 41 5 points 10 points 15 points 20 points 25 points 30 points 42 35 points 40 points 45 points 50 points 43 Leapfrog! Leapfrog! Leapfrog! Leapfrog! Leapfrog! Leapfrog! Leapfrog! Leapfrog! Leapfrog! 44 Round Robin Post-It Review This small-group activity is a fun way to review new skills, or to prep students for tests. Materials Needed sticky notes worksheets with four problems to solve or questions to answer This active, small-group lesson can be used to review content, concept, or skills. It can also be used as a quiz grade; or you can award groups of students who get all four questions correct 5 bonus points on an upcoming quiz or unit test. Before the Lesson Create four questions or problems for students to respond to. Following are a few ideas of how this lesson might be adapted across the curriculum: If you teach math, you might create four word problems, four equations to solve, or four formulas to use. If you teach history or science or another of the content areas, you might present four questions that address important concepts in the unit you just finished teaching. Students might/might not be allowed to use their books to answer the questions. If you teach language arts, you might present four questions related to a piece of literature just read. Or you might present four paragraphs to edit for usage, spelling, and punctuation. For a unique spelling lesson, you might include five groups of four words; students will identify one word that is misspelled in each group. Type or write the questions/problems on a sheet of paper. The questions should be clearly numbered 1 to 4. Print out enough questions sheets so you have one for every four students. The Lesson Start the lesson by marking an area of the blackboard or whiteboard to create four sections -- one section for each question. Number the sections 1 to 4. Arrange students into groups of four, with each student seated at a desk. Name the groups, for example Group A, Group B, Group C, and so on. Provide each group with a question sheet. Have one student from each group cut the question sheet into its four questions and distribute one question slip to each 45 student in the group. Provide a set length of time for students to answer their questions. (Time will vary depending on the skill being reviewed.) When time is up, have students leave the question slips on their desks, stand and rotate clockwise to the next desk in their group, and then solve the problem on that desk. (Or students can pass their question slips clockwise, to the next person in the group.) The solving and shifting continue until all students have answered all four questions. Note: All the steps done up to this point are done by individual students without collaboration. Next, students share their answers with the other students in their groups, one question at a time. Did everybody in the group agree on the answer to question 1? If not, the group should come to an agreement about the correct answer to the question. When they have agreed on an answer to question 1, they write on a sticky note the following information: Question 1 The group name The agreed-upon answer to the question Then, each group attaches its sticky note to the board in the section numbered 1. Note: Sticky notes might not stick to a dusty chalkboard. Be sure the board is thoroughly clean. Students continue the activity in the same way, coming to an agreement about the answers to the other questions and making official their final answer to each question by placing a sticky note on the board next to the appropriate question number. When all groups have posted sticky-note answers to all four questions, check the answers and assign a group grade. Discuss any errors to be sure students understand the correct responses. The group grade might be used as a quiz grade; or a perfect score on the four questions might earn each student in the group a 5-point bonus on their next quiz or unit test. Assessment The activity is its own assessment, though a follow-up assessment might be administered, in which students work on their own, instead of in groups, to solve four problems or answer four questions. Match the Meaning Create a memory game in which kids have to match a written word with an illustration of the word's meaning. Write the word on a note card and put the picture on another note card. After making several sets of cards, the game is ready. Students play by spreading the cards out face down and turning over 46 two at a time. If they have a match, they get to keep the cards. If not, they turn the cards back over and try to remember the location. Blurt! Decide upon a Reader (a teacher, assistant, or one of the students) Split the group into two or three teams. They need not be evenly divided. If you wish, have each team make up their team name, but have it start with a B. Blurt Beasts, Blurt Beauties, Blurt Brave, Blurt Bengals, Blurt Butterflies, etc. Place two chairs (or three if you have three teams) at the front of the classroom. Call up individual team members to sit in each chair or “hot seat.” Note: For smaller groups you may wish to simply decide the order of players and rotate through. Object: Be the first team to spell the word B-L-U-R-T-! (with the exclamation point at the end) first. Being the first player in the hot seat to name three Blurt words from the definitions provided gains your team a letter (or the final exclamation point for the win!). Option: For a shorter game, players in the hot seats can score a letter by being the first to name one Blurt word from a single definition provided. Play: The teacher (game host) reads aloud a definition (from BLURT! Cards, a dictionary, or Academic Vocabulary students need to practice) so that each of the team’s current player can hear. The first to blurt out the word defined correctly, games a point. The first of the players in the hot seat to identify three Blurt words correctly (score three points) earns a letter (or the final exclamation point for the win) for his or her team. The first team to spell out B-L-U-R-T-! on the black board wins the game. If neither of the players in the hot seats can correctly identify the word, then any player in the room may answer, once they are called on by the teacher. Players not in the hot seats raise their hands when they think they know the word. If they are correct, they earn a letter for their team BUT, if they are incorrect, their team has a letter deducted. Teachers decide whose hand was raised first to determine which classmate may attempt to answer. Penalty: Only players in the hot seats may blurt out the answer. If a player not in the hot seat blurts out a word, a letter is deducted for his or her team. GAME #2: Group Play Version Two You can play in teams just the same way you would as individuals. When it’s one team’s turn to play, the other team cannot blurt answers, but can help the Reader decide who on the other team(s) blurted first. GAME #3: Individual Play! 47 In small groups, all players blurt word guesses. The first player to blurt the correct words moves ahead in points and/or gains their letter to spell BLURT! Additional Challenge: "Blurt that Word" allows players (or teams) to bid on the number of words out of the definition in which they think they can identify the correct answer. In this way, a fairly easy clue can become extremely difficult. Example: If you get to blurt, start bidding against other players on how many words of the definition you think you’ll need to hear in order to guess the correct word. You only get one guess! It might go something like this, “I can blurt it in 6 words!” “Oh yeah, well I can blurt it in 5 words.” “I can blurt it in 4.” “Then blurt that word!” If you’re the low bidder, you get a chance to blurt all by yourself. Even the Score! If one team is way ahead of their competition let the trailing challenger have a chance through several head-to-head challenges. GAME #4: Blurt Word Writing! Materials: terms, paper and pencils, and pinch cards (optional) Students play individually. The teacher reads aloud the definitions to the entire class. Players don’t blurt, but WRITE the word they think the Definition defines and/or pinch the A,B, C, or D on their card. If writing, they should try to spell the word correctly, and should not let any of the other Blurters see their paper. Depending on the level of the kids playing, the teacher may want to give the first letter of the word they are defining. The player who defines or chooses the most words correctly, with the most words spelled correctly is the champ! Sample BLURT! Style Definition Clues: a large, hairy spider (tarantula) dirt that is wet and sticky (mud) an ice cream holder you can eat (waffle cone) a person living in total solitude by choice (hermit) a partially dried grape (raisin) the decision made at the end of a trial (verdict) A fast moving part that sticks out of the body of a fish (fin) 48 A piece of iron, shaped like a U, and nailed to the bottom of a horse’s foot (horseshoe) The crime of intentionally setting fire to a building (Arson) The nut of an oak tree (acorn) A male duck (drake) A ball with the map of the world on it (Globe) A place where children go to learn (school) to move with a wavy motion (ripple) To cry out loudly and shrilly (scream) reptiles with a toothless beak and a bony shell into which the head, legs, and tail may be pulled (turtle) Speed Sort Play speed sort with words. Make cards that have words from several different families. Challenge students to sort the words as quickly as possible. Students can practice the word sort during center time and then try to do it quickly near the end of the lesson. Password Anybody older than 20 probably remembers the TV game show Password. The game can be easily adapted for classroom use and is a great way to review your students weekly vocabulary. Choose two students to be the "contestants." You can always use the "I'm thinking of a number ..." guessing game to determine the contestants. Those two students go to the front of the room and face their classmates. Reveal a secret word -- write it on the chalkboard or a chart or hold up a card -- to everyone but the two contestants. The rest of the students raise their hands to volunteer one-word clues that might help the contestants guess the word. Contestants take turns calling on clue volunteers until one of the contestants correctly guesses the secret password. The contestant who guesses the password remains at the front of the class; the student who gave the final clue replaces the other contestant. Tip: Choose words appropriate for your students' abilities. Words for which they might know multiple synonyms or meanings are best! You might use a thesaurus to create a list of possible words before playing the game. Write those words in large letters on cards so students can use them as the game is played. Save the cards from week to week to continue building students long term vocabulary knowledge. Sample password: ferocious Possible clues: fierce, vicious, wild, fiendish, savage, cruel, brutal More possible passwords: understand, taste, slam, easy, recess, ancient, nasty, laugh, drink, impatient, hot, pound, glimpse, friend, correct, motion, ruin 49 Sparkle This game serves as good practice for the week's (or previous weeks') spelling words. Arrange students in a line. The game leader calls out the first word. The first person in line calls out the first letter in that word. The second person calls out the second letter. The third person calls out the third letter and so on. The person who says the last letter in the word must turn to the next person in the sequence and say sparkle. The person who is "sparkled" must return to his or her seat. If a word is misspelled, the person to say the first wrong letter must sit down and the spelling of that word continues. After a student is sparkled, the leader calls out a new word. The game continues until only one student remains standing. Dictionary Deception This game is based on a popular box game. To start the game, the teacher chooses a word for which no student will know the meaning. The teacher writes the word on the chalkboard and writes the definition of the word on a sheet of paper from a small pad. Then the teacher hands a sheet from the same pad to each student. The student must write on that sheet his or her name and a definition of the word. The teacher collects all the definitions. One by one, the teacher reads the definitions. Students consider each definition. Then, as the teacher rereads them, the students vote for the definition that they believe is the real meaning of the word. Students earn a point if they guess the definition correctly; they also earn a point each time another student selects their (fake) definition as the true meaning of the word. The person with the most points at the end of the game wins. Some Words to Try fabulist (FA-beeyuh-list) -- a creator or writer of fables coppice (KAH-pes) -- a thicket, grove, or growth of small trees inquiline (IN-kweh-lign) -- an animal that lives habitually in the nest or abode of another species miliaria (mi-lee-AR-ee-eh) -- an inflammatory disorder of the skin characterized by redness, burning, or itching baht (bot) -- a unit of money in Thailand Chain Reaction You can easily adapt this game to many areas of the curriculum. The teacher writes a category on the chalkboard -- foods, for example. Each student writes the letters A to Z on a sheet of paper. The students have five minutes to create an alphabetical list of as many foods as they can think of. Then the game begins. The first student must tell the name of a food. The second person must give the name of a food that begins with the last letter of the food given by the first person. The third person must name a 50 food that begins with the last letter of the second person's food and so on. One at a time, students are eliminated. Other possible categories: cities; songs; things in nature (for older students, animal names or plant names); people's first names (for older students, famous people's last names or, more specifically, authors' names). Silence In Silence, silence is the name of the game. Students must arrange themselves in order without uttering a peep! For example, challenge students to silently sequence themselves according to height. The game can be adapted with very little preparation to fit almost any curriculum theme. For example, if the class is studying state capitals, count out enough sticky notes for each student. On each note, write the name of a state capital. Each student wears a "capital" tag on his or her shirt. The students must silently sequence themselves in alphabetical order. You might make the game even more challenging by asking them to line up according to the state for each capital! Options: Students can create their own tags. They might write their birthdays on tags and arrange themselves in order from January 1 to December 31. They might write their seven-digit phone numbers as a seven-digit number and arrange themselves in numerical sequence. Other categories: The possibilities are endless, but students might include U.S. presidents (arrange in order of the presidencies), fractions (arrange in order of size), clocks (arrange printed a.m. and p.m. clock faces in order of the time shown), or largest U.S. city populations (arrange tags with the largest cities and their populations from largest to smallest). Wheel of Fortune Test review and problem-solving go hand in hand here. First make a “wheel” using an oak tag circle divided into 10 sections. Label each section from 100 to 1,000, using increments of 100. Use a brass brad to attach an arrow to the center (it should spin freely). Choose a word or phrase and draw dashes on the board for each letter. Write the category, such as “Part of Speech” or “Math Formula,” at the top. To play, players take turns spinning the arrow. Then they name a consonant. If that letter is in the puzzle, all instances of the letter are written on the appropriate lines. The point value is multiplied by the number of instances, and the player is awarded that number of points. If a player has 200 points, he or she can “buy” a vowel or a symbol (if doing math). Each player may try to solve the puzzle at the end of his or her turn. The player with the most points after three rounds wins. Last Man Standing This works well as a review game for a quiz or test. All students simply stand at their desk. To be fair, I pick students to answer questions in order of their seating in the rows. So the first child on the left front is the first child to play, and so forth. If you get the question correct, you remain standing, if not, you sit down. If you miss the question, anyone from the class can guess. The Last Man Standing wins 51 Move Ahead This classroom game is played using the square tiles on the classroom floor. Tape off a starting line and a finish line. Then divide students into two teams. Have them line up ask the first players from each team two questions and the one who answered first by raising his or her hand gets to move ahead a square. After two questions, the next two players come up and take up squares where their team mate left off. Deal or No Deal Our adaptation of this recent fave gives a lesson in probability as well as whatever you’re reviewing. First, create questions, writing possible answers on each of five index cards (only one will be correct). Insert the answer cards into file-folders (“game cases”). Form teams and have the first player on Team 1 set aside a “Player’s Case.” To play, read the question. The player chooses a case and opens it. If the player thinks the answer is correct (and he or she is right), he or she receives 400 points and the turn ends. If the player doesn’t think the answer is correct, he or she can “make a deal,” which ends the turn for 200 points, or say “no deal,” and open another case. Play continues until the player makes a deal or only one case remains (besides the “Player’s Case”). At that time, the player can “make a deal” and earn 600 points whether the answer is correct or not. If the player chooses “no deal,” the Player's Case is opened. A correct answer earns 2,000 points, but an incorrect answer scores 0 points. After all players on a team take a turn, add their points together to determine which team scored the most points. Silent Speed Ball Have the students stand in a circle. They simply would quietly throw the ball to each other. If they miss the ball, they are still in the game. Have the students continue throwing until you caught someone off guard and yelled stop! That student would answer the review question. If they answered correctly, they remained in the game. If they got it wrong, they sat down in their seat. Classroom Pictionary A great way to review just about anything is to use the game Pictionary. Break the class into teams of three and four students. Prepare five levels of note cards ahead of time. On each note card write single word concepts or definitions. Level one cards are easiest and level five cards are very difficult. Each level card translates to equal point values. For example, a level three card is worth three points. When the game begins a team gets to pick a level card prior to viewing it. They must send one drawer up to the board. The drawer has forty-five seconds to get their team to guess the word/concept on the card by drawing. The drawer cannot use numbers, letters, or symbols, if they do, the team's turn ends. If 52 the team guesses correctly, they receive the point value. If they guess incorrectly, the card is passed to the next team and an extra point is accumulated. So, if a two point card is missed twice, it counts as four points if that team guesses correctly. You may also decide to add the rule that if you hear the word/concept aloud in the classroom during a teams turn they automatically receive the points no matter if the other team says it. Additionally, to keep the class controlled, if another group is rude or loud they automatically lose one point. Friendly Feud Adapt the "Family Feud" TV game to review any subject or reinforce any skill. Materials Needed: teacher-prepared questions related to a topic of study or review (See ideas below for adapting this game to almost any curriculum topic or subject area.) "Friendly Feud" is an adaptation of the Family Feud game show students might see on television. The game is easy to adapt to almost any subject or curriculum topic; see the Adapt the Game section at the bottom of this activity for a handful of ideas. 1. Start the game by arranging students into teams of four or five players. Determine the sequence in which teams will play. Determine the sequence in which the players on each team will play. Have each team appoint a captain who will act as the team's final-decision maker and spokesperson. 2. After the teams are organized, prepare to pose the first question of the game (or appoint a student emcee to pose questions). In the first round, the captain of each team will be the only one who can answer the question. Read aloud the first question; call on the team captain who raises his or her hand first to answer the question. To earn a point, that captain must correctly answer the question within 5 seconds. If the captain who was called on does not answer the question within the time limit or if he or she gives an incorrect answer, the next team can "steal" the question. Members of that team can talk among themselves, then they must agree on the correct answer. The captain serves as spokesperson for the team. If the captain says the correct answer, his or her team earns the point. If the answer is incorrect, the next team has a chance to steal the question and earn the point, and so on. 3. The team that correctly answers the question earns the first chance to answer the next question -which is posed to the second player on the team. An incorrect answer passes the question to the second player on the next team. A correct answer earns another point for the team and the first chance to answer the next question, which is posed to the third player on the team. The team can keep earning points until team members get a wrong answer or do not respond within the time limit. 4. At the end of the game, the team with the most points is the winner of "Friendly Feud." Adapt the Game This game can be adapted easily to almost any curriculum topic, subject area, or skill. For example… 53 If you are teaching grammar, you might provide sentences (displayed on a chart or an overhead transparency) and have students find an error (Bob and me went to the library after school.), choose the correct form of a verb (Suzie was, were the president of the class.), identify the noun(s) (She left yesterday for a vacation along the shore.), and so on. If you are teaching math, questions might involve performing calculations, solving word problems, identifying a missing number in a number sequence, solving greater-than or less-than problems, and so on. The game easily can be adapted as a spelling game. Simply provide a word and see which team is the first to correctly spell it. If you teach history or social studies, students might choose from among three dates the one associated with a famous event in history, match a president's name to a fact about him, identify the capital or continent of a country, and so on. Optional Assessment: End the activity with a quiz that includes ten of the questions posed in the game. Students should correctly answer at least 8 of the 10 questions. Tic-Tac-Toe, What Do You Know? Students win Xs and Os as they review knowledge and reinforce skills. Materials Needed teacher-prepared game board/sheet Draw a tic-tac-toe grid on a board or chart paper. Choose a topic/subject for the game (for example, solving money math problems, find the grammar error, or identify the country capital). Arrange the class into two teams; Xs and Os. Flip a coin to see which team will go first. For example, it the X team wins the toss, pose a question to a student on that team. If the student on the X team answers correctly, he or she places an X on the grid. If the student answers incorrectly, the O team does not automatically get to put an O in that square. To earn an O, a member of the O team must correctly answer the question. If the O player answers correctly, his or her team puts an O in the square and earns the first chance to respond to the next question. If the O team answers the next question correctly, they get to place another O; if the answer is incorrect, the question is posed to the X team. Keep track of how many games each team wins. Tic-tac-toe can be adapted for reinforcing and reviewing a wide variety of skills. 54 Alternative Idea Write a different topic in each square on the tic-tac-toe game board, so students can choose squares on the topics that most interest them most. Assessment End the activity with a quiz that includes ten of the questions posed in the game. Each student should correctly answer at least 8 of the 10 questions. Around-the-Room Review Students ask and answer questions in an around-the-room review. Materials Needed teacher-prepared questions a 3- by 5-inch index card for each student Select a topic for review. This activity lends itself to reviewing vocabulary, math, and just about any other area of the curriculum. Before the Lesson This lesson requires some preparation: On the first index card, write a question for students related to the topic of the review/reinforcement activity. On the second card, write the answer to the question on the first card. Write a second question on the back of the card. On the third card, write the answer to the question on the back of the second card. On the back of the third card, write a third question. On the fourth card, write the answer to the question on the third card -- and so on... Finally, on the last card, write the answer to the question on the next-to-last card, but do not write a new question on the back of that card. Note: No two questions can have the same answer. Each question must have a different answer. The Game After the cards are prepared, shuffle the cards and give one card to each student. Which student has the card with only a question on it -- and no answer on the back? That student starts the activity by reading aloud his or her question. All students must pay attention as the student reads the question because one of them has the answer to that question on his or her card. The student who has the correct answer 55 reads it aloud. Then that student turns over his or her card and reads the question on the back. The student who has the answer to that question reads aloud the answer, then turns over his or her card and reads the next question -- and so. The game continues until the last student -- who has an answer, but no question, on his/her card -- reads the final card. Collect the cards. If you haven't finished, the game can be completed on another day. Will the Winners Lose? In this review and reinforcement game, negative scoring means that even the winners could lose! Materials Needed cards containing game instructions prepared cards (or a prepared list) with questions for review and reinforcement Before the Activity Prepare two sets of cards in advance of the game: Prepare a set of 25 "scoring cards." On each of those cards, write a different instruction, for example: * Earn 100 points * Lose a turn * Take 50 points from the other team * Earn 70 points * Double your total points * Take an extra turn * Earn 500 bonus points On the other set of cards, write 25 questions related to the topic or skill(s) you want to review and reinforce. (Note: Questions might be created in list form rather than on cards.) Introduce the stack of scoring cards to students. Shuffle the cards. Put the stack face down on a desk. Alternative idea. You might post the 25 scoring cards in random order on a bulletin board or chalkboard. Post the cards with the blank side facing students and the scoring instructions hidden from view. Arrange students into two or more teams. Decide which team goes first, and then pose the first question to a member of that team. If the student answers correctly, he or she draws a scoring card from the stack (or removes one from the bulletin board or chalkboard). The score on the card determines the score the student earns for his or her team. If the team has 0 (zero) points and the card selected reads "Earn 50 points," the team has a total of 50 points. 56 If the card reads, "Double your present score," the team doubles its score of 0, for a total of 0 points. If the card reads, "Deduct 50 points from your score," the team subtracts 50 from 0, for a score of -50. If the student answer incorrectly, the first student on another team to raise his or her hand earns the right to "steal" the question. A correct answer earns that student the opportunity to choose a scoring card... Of course, the scoring card could carry a negative message, so answering a question correctly is no guarantee that a team will earn points; as a matter of fact, the team could lose points! A team could conceivably answer all the questions correctly and lose the game. That's why the game is called "Will the Winners Lose?" A Couple More Twists You might have each student track the score for each team. Students track the team scores on their own. At the end of the game, each student who correctly calculated each team's final score might earn 50 bonus points for his or her team. You might introduce another rule. Since no team member knows whether the scoring card he or she selects will earn or lose points, you might allow students the option of not selecting a card when they answer correctly. If the student thinks the next card in the stack might carry a negative scoring instruction, he or she is free to pass and earn (or lose) no points for the team. Students only learn whether that was a good move or not if the next student to choose a card reveals the scoring instruction on the card. "Concentration" Review Game Adapt the game of Concentration to hundreds of skills. Ideas, puzzle sources included. Materials Needed white craft paper 3- by 5-inch index cards 3- by 5-inch sticky notes prizes (optional) Lesson Plan This lesson adapts the TV game "Concentration" to most any subject. Before the Lesson 57 Gather thirty 3- by 5-inch index cards. Create 15 questions/problems that relate to your latest unit of study. Write each problem or question on a card in large print. Write the answer to each question on another card. With a little creative thought, this activity can be adapted to almost any subject area or teaching theme. (See Concentration Across the Curriculum below.) Arrange the cards in random order in 6 rows of 5 cards on a bulletin board. Then place a large (3- by 5inch) sticky note on top of each card. Number the sticky notes in order from 1 to 30 to look like the board from the Concentration TV game show. Start the game by calling the name of a student. You might use the Popsicle stick method of calling on students. (See Popsicle Stick Method below.) That will help keep all students focused on the game. The game continues in this way: 1. The student calls out a number. 2. Lift the sticky note with that number on it to reveal a question or an answer. 3. If a question is under that sticky note, students call out another number under which they hope to find the matching answer; if the number they called out reveals an answer underneath, students call out another number under which they hope to find the matching question. 4. If the cards under the two numbers reveal a matching question and answer, then the student earns 1 point. If the cards do not match, the sticky note with the number on it is returned to its spot and all students do their best to recall what question or answer was revealed under each number so when they're called on, they will be able to make a match. 5. Keep playing until all matches have been revealed. Concentration Across the Curriculum Following are just ten -- out of thousands of -- ideas for adapting the Concentration game to review skills across the curriculum: Adapt for any kind of math skill you are teaching -- from addition facts to algebraic equations. Write the problem on one card, the answer on another. If you are studying phonics, write the word on one card, its phonetic spelling on another. For a book you are reading aloud, match the names of different characters with a statement that tells something about that character. In chemistry, match the chemical symbol with the name of the element. For example, H matches hydrogen, Ag matches gold, and so on. 58 If you are teaching students to tell time, have them match the card that shows the time on a clock face with the card that shows the time in digital format (for example, 7:45). Or match the digital form to the words that tell the time (for example, quarter to 8). Use this week's vocabulary words. Students match each word card with its definition card. Another idea: If you teach a foreign language, have students match a vocabulary word in that language with its English translation. Studying the U.S. Constitution? Match the Amendment numbers with the freedoms they created. Homonyms can make a fun theme for a game. Match there with their, hour with our, I with eye, and so on. (Other ideas: match synonyms or antonyms.) In geography, match a state or country with its capital. To check spelling, match two words that clearly attempt to spell the same word. For example, school and skool or mispell and misspell. Students match the two words, then tell the one that is spelled correctly. (Resources: See Commonly Misspelled Words, Commonly Misspelled Words in English, or Spelling Test for word lists.) Are you teaching about inventors in science class? Match the name of the inventor with his or her invention. Just think of all the skills you could incorporate into a game of Concentration! Popsicle Stick Method To use this popular method of selecting kids, simply write each student's name on a Popsicle stick and place the sticks in a jar or can. Draw a stick; the person whose name is on the stick responds next. Note: In a game such as this one, you do not want to lose students' attention once they have been called on. If their Popsicle stick is selected and you leave it out of the can after they have responded, they have no stake in paying attention to the game after they have had their turn. However, if you return their stick to the can, they know they have as much chance as anybody else does to be called on again. More Thoughts & Tips… To make the cards as neat and readable as possible, create them with a word processing program. Use a large font, then print, and trim to 3- by 5-inch card size. Of course, each time a match is made on the TV game show, two more pieces of a rebus puzzle are revealed under the game cards. If you are really ambitious you could create and draw a puzzle to appear under the game cards. The puzzle could be related to the skill the game teaches, or it could be unrelated. Each time students locate a matching set of cards, two new pieces of the puzzle are revealed. That student has an opportunity to guess the puzzle. The student who guesses the puzzle might receive a special prize. 59 Of course, the easiest way to create puzzles is to buy the Concentration game. You might find some puzzle ideas in the game cards that you could recreate on a bulletin board. You might introduce two Wild Cards! into the game. Just like on the TV game show, these cards produce an instant match and a point for the person who reveals them. (If you use wild cards, you will only need 14 pairs of question and answer cards.) You might leave the Concentration board as a permanent fixture in your classroom. You could change the theme and the game cards every week or two. That way, students can play the game -- for more skills practice -- during rainy day recesses or at other times. You could even add a job to your classroom jobs list. The person who has the "Concentration board" job might move some of the cards around each day and be responsible for putting up new game cards whenever you produce a new game related to a new skill. Store each edition of the game cards in an envelope labeled with the skill the game teaches. Keep them all in a "Concentration" file so you can use them from year to year, or repost an old game from time to time. If you use rebus puzzles, store the puzzles in a separate folder. Let a different student serve as emcee each time the game is played. That student can select Popsicle sticks to determine which student's turn it is, and reveal the puzzle questions and answers. (You can sit off to the side and correct papers!) After your students are familiar with the game, why not put them to work creating Concentration game cards -- and even rebus puzzles -- that the entire class can play? (A fun extension activity for students who always finish their work early!) Have a team of students create a game. Check their work and have them make editing revisions before creating the actual game cards. The students who create the puzzles can serve as emcees when it is time to play their game. 60 Detective Spellcheck Game Students hunt for spelling errors in this game of spelling skill and quick reaction! Materials Needed markers and a white board, or chalk and a chalkboard. In this lesson, students play a game that rewards good spelling skills and quick reactions! This game can be adapted for use in foreign language classes. Write the week’s spelling words, academic vocabulary, or any ten words, on a chalkboard or whiteboard. Go over the list of words with students. Instruct students to put their heads on their desks. When all heads are down, erase one of the words and write it with a spelling error in it. Announce "Go to work, detectives!” At that announcement, students raise their heads. See how long it takes students to figure out which word is misspelled. Students can raise their hands as soon as they know which word has been changed, or you might have them write the word -- correctly spelled, of course -- on a piece of paper. Speedy Spelling Bee Teams of students work together in this spelling bee with a twist. Materials Needed A list of spelling words (easy words, current/recent words, commonly misspelled words, or challenging words For this spelling game, arrange students into equal-size teams of anywhere from 3 to 10 players. Have students line up or sit in circles; each team should choose a member to be their first player. Before beginning the game, decide whether you want the words in this spelling bee contest to be words most students should be able to spell without error, current spelling words, commonly misspelled words, or challenging words. Choose a team to begin and call out a word for that team to spell; use the word in a sentence so students hear the word used in context. Have students take turns calling out one letter of the word at a time; the first student on the team calls out the first letter of the word, the second person calls out the second letter, and so on. (If the word has four or more letters and the team has only three members, then play returns to the first person on the team after the third letter is called out.) If the team correctly spells the word, they earn one point and play moves to the second team. If the second team spells their word correctly, they earn one point and play moves to the third team… 61 When a team spells a word incorrectly, play passes immediately to the next team. If that team spells the word correctly, they earn two points (the one they earned and the one that would have been given to the first team if they had spelled the word correctly); if the second team spells the word incorrectly, play passes to the third team, which earns three points if they correctly spell the word… At the end of the game, the team with the most points might be awarded a special prize. Variations After students get comfortable with the flow of the game, you might try the following variations: Place a time limit on play. For example, each team might have 15 seconds to spell their assigned word. If they take more time than that, play immediately moves to the next team. If a player makes a mistake by calling out the wrong letter, the next player on the team might be given the opportunity to correct the spelling error. If that player does not correct the error, play immediately moves to the next team. Spelling Counts! Students create and solve codes based on the numerical values of their spelling list words. Materials Needed: Prominently displayed cards or a chart containing an assigned number value for each letter of the alphabet; scrap paper and pencils 1. Assign a number value to each letter of the alphabet. Assign values in order, giving the number 1 to the letter A and the number 26 to the letter Z; assign values according to frequency of use, giving letters such as T, S, E, and N higher values; or assign values randomly. Adapt the lesson for younger students by assigning number values to only those letters found in their most-frequently used spelling words. Prominently display each letter and its assigned value in the classroom. 2. Point out to students where you display the numerical assignments in the classroom. Distribute pencils, scrap paper, and copies of the class spelling list. Ask students to determine the numerical value of each word on the list. 3. Depending on the words on the spelling list, ask questions such as What is the number value of friend? Which word has the highest value? What two words have the same value? What is the greatest number of words you can add together to get a sum of 98? What is need times 2? What is the value of in? What is borrows divided by 5? 4. Demonstrate to students how to use the numerical values of letters to create a number code for sentences containing words from the class spelling list. For example, using the 62 alphabetical order method of assigning numbers to letters, the code for A friend in need borrows money would be 1-56-23-28-110-72. 5. Arrange students in pairs. Ask each student to create a code, using words from the spelling list and a few other short, frequently used words. Have students challenge their partners to solve the codes they've created. Question Kickball! This easy way to review spelling words (and a variety of other topics such as math, history, geography, etc) in a kickball game format is perfect for those days when students need to get up and MOVE! Materials Needed kickball, kickball bases, spelling words, and/or questions and problems related to students topic of review Lesson Plan Play kickball as usual, except ask each student to spell a word, answer a question, or solve a math problem, before being pitched the ball. If the student misspells the word, he or she "strikes" out. If the student correctly spells the word, answers the question, or solves the problem the pitcher rolls the ball, and the game progresses normally. As a variation to the game, you might allow students to ask a teammate to help spell a word or answer the question. Clue It's a whole class review, but only two students compete at a time. Two students come up to the board but face the class. The Teacher writes a term such as a concept that's been taught or a vocabulary word, etc. on the board behind them. They then take turns calling on a student to give them a one-word clue to help them guess the word. They take turns calling on students until one of the two at the board is able to guess the word. The student in the "audience" that gave the final clue then gets to come up to the board and takes the place of the student who was not able to guess the answer. It's fun because the students in the audience really have to think about the concept to be able to give a good enough clue so that the student can guess it correctly, and the students at the board have to be able to process the different clues they are given so that they can give the right answer. Transformation A real IQ-tester and a great way to practice logic skills and cognitive reasoning.. Players must 'move' on paper from one word to another by changing one letter at a time - but producing proper words all the time. As an example, they could be asked to move from 63 SOAP to BATH: SOAP SOAK, SOCK, SACK, BACK, BACH, BATH. The player to find the shortest route in the fastest time is the winner. This may also be turned into a group game Stretch! Writing Warm-Ups: Just as you would stretch before you go running, students need to warm up before they start writing: Sentence Mix-Up This game encourages an awareness of sentence structure and can be played successfully in groups of three or four. Write ten words on the board. They should be interesting, though unconnected to each other. Give the class a set time limit, and ask them to construct a coherent sentence around them. The team that constructs the best sentence the fastest gets a point. When groups end up with run-on sentences or fragments, it is a good time to discuss what makes a sentence incomplete or run-on. They also cannot win if the sentence itself is not correctly structured. An example of a successful sentence follows: jewelry shattering ruffled hurtled dashing rain coffee clumsy hippopotamus Dashing through the rain, the clumsy hippopotamus tripped and was hurtled through the jewelry store window, shattering the porcelain coffee cups and scaring the ruffled salesman. 64 Get 20! Materials: Enough Decks of Cards for your students Invite your participants to get into groups of 4 or 5. Have one person in each group deal each participant four cards. Ask them to use any math function (addition, subtraction, multiplication and division) to get their cards into a sequence that would equal the number 20. For example, if one student had a cluster of cards that are these values: a King(10), Ace (1 or 11), 5, 6 and 8, the student would put them into a line and explain to the group how they equal 20: a King plus an Ace would be 11, 11 plus 8 equals 19, 19 plus 6 equals 25. 25 minus 5 equals 20. The student that correctly calculates their cards to 20 first keeps those cards. The deck is reshuffled and play starts again. Alternate Versions: 15! To play the game The cards are placed on the table (or floor) between the two or more players. Players take turns to choose a card (any card they like) from the pile. The winner is the first to have a set of three cards that add to 15. For example, if you drew 1,5,6 and 8, then you would win, because 1+6+8 is 15. Unless of course, I had my set of three first! For younger students For younger students, place the cards face down. Then they can concentrate on the arithmetic, since they can't see the numbers before they choose them. For older kids, it makes a more exciting game if the cards are face up. Extra exciting! To make it extra exciting for an older group, you could have a "15 game" class tournament! You could even make it span a whole semester, with league charts and so on pinned to the wall of the class. Slapdash A deck of cards will do the trick for this game (you don't need flash cards and parents appreciate the idea for home use). Divide the deck in half and assign values to the Jack (11), Queen (12), King (0),Ace (1) and all other cards have face value. Two students oppose each other and alternate turning two cards over at a time which they then each have to add, subtract, multiply or divide within a certain time limit (say 5 seconds). The student who correctly answers gets to keep the cards. They each create two piles of cards, one pile for those they got right and one pile for those they got wrong. The first student to get rid of his "wrong" pile wins the game. This game is a lot of fun for practicing basic mental math facts. Several students can play together or you can have a few games going on at the same time (using a few decks of cards). Use your imagination and vary the game as you see fit to best serve your student’s needs. 65 Target 300 Target 300 is a dice game that helps kids learn how to multiply by tens. An empty shoebox can be used as a game board in which kids roll their dice. The object of the game is for kids to reach the number 300 by multiplying the number they roll on the dice by ten, twenty and other multiples of ten up to fifty. Each kid gets 6 turns to roll, increase his number and then add all of the turns together to reach 300. At the beginning, kids might multiply their numbers by higher multiples of ten in order to increase their numbers. But with the last couple of rolls, kids might realize that they are already past the number 300, or haven't come close to it yet. The child who gets the closest to 300 wins the game. Math Function Card Draw The Math Function Card Draw is a race between two players to solve the equation the fastest after they draw a card from the math shoebox. Each player draws a face-down card and gets one moment to look at the card, without showing his opponent. Then, on the count of three, the kids must slap their cards face-up and be the first to shout out the equation. The function the kids are learning, such as addition, subtraction, multiplication or division, will dictate what math function they use for the game. If kids are learning addition, and the cards that are drawn are a 2 and a 7, then the first player who shouts "2 plus 7 equals 9" wins the round. The cards are shuffled back in the box for the next round. Backwards Math: Covering the Basics Just like in a camera math can be flipped upside down and backwards from the way we normally see it and do it. The following activities provide excellent practice through individual and collaborative activities that stress problem solving and critical thinking, ex. as applied to order of operations and math problems. Classes and groups of students will be challenged to work together to explore and complete the tasks. These activities will also give you an opportunity to introduce and practice the order of operations: a. Do work inside parentheses. b. Solve exponents. c. Multiply and divide from left to right in the problem. d. Add and subtract from left to right. An easy acronym to help remember the order of operations is P.E.M.D.A.S.: “Please Excuse My Dear Aunt Sally.” Materials: paper calculators printouts pencils 66 butcher paper Tell the students that today’s math will be backwards. You will give them all the answers. (This will usually make them pretty happy.) However, tell them that they must come up with the correct problem to the answer. Variations: 1. Younger students may be given a limited range of numbers, ex. 1-10, as solutions. Students must come up with as many problems as they can that correctly have those numbers as their solutions within a limited amount of time, ex. 60 seconds. Students must use each of the required grade level appropriate skills within their problems at some point, ex. multiplication, division, subtraction, addition. 2. Have students do as many problems as they can with a specific number, ex. 10, as the second number in the problem, using their grade level appropriate skills, ex. multiplication, division, subtraction, addition, within a specific time period, ex. 3 minutes. Note which areas your students struggle with and continue practicing basic skills and build upon those and go deeper as their skills go. 3. Give students part of the answer, ex. the answer must be a two digit answer, ending in 5. Students must come up with as many problems as they can that correctly have that numbers as the second number in their solutions, ex. 35, 25, 75, 150, within a limited amount of time, ex. 60 seconds. Students must use each of the required grade level appropriate skills the teacher declares, ex. multiplication, division, subtraction, addition. 4. Draw a grid like the following on the board and give the students two or three minutes to write as many addition and subtraction, multiplication, or division equations as they can based around the included digits [the following numbers may be changed, the grid is a sample]. The numbers in the equation must be connected vertically, horizontally, or diagonally. For example, with this grid these are acceptable: 15 – 12 = 3, 5 + 7 = 12 (but not 7 + 5 = 12), 15 – 3 – 7 = 5. Equations must involve two or more numbers, and one or more operations, but no number can be used twice. 67 Scoring: After time is called, have players take turns (in a clockwise circle) reading the problems they wrote down for each solution. If another player or players have the same math problems everyone must cross it out, only unique math problems get points. If a player reads off a problem that another player thinks is incorrect, you can either use a calculator as the deciding factor, or all players can vote on it. If it’s decided it’s not a valid problem, then the player who read it must subtract a point. There is no penalty for writing down an invalid problem (no other players have to subtract points if they have it written down), there’s only a penalty if they decide to read it out loud during the scoring period. Students gain points for each equation only they have recorded. One point is given for each number used in the equation, for example, 15 – 3 – 7 = 4 + 1 earns five points! The player with the most points wins. Once all players read their problems, they announce their scores to the group. Backwards Math can either be played round by round (ie. there's an individual winner for each round separate from other rounds), or a cumulative score can be kept to have one overall winner at the end of the game. Option: For easy assessment, have students work in teams. One partner verifies the solution of another student. If they believe it’s correct, they record it on the chart. If another team proves them wrong, that team gets two points and the incorrect solution is erased. Backwards Math: Four 4s Challenge Simply Great Math Activities: Number Sense ©Teacher to Teacher Press Fulton and Lombard The graphic on the right shows 10 different ways to use four 4’s to create expressions equaling one. In them we see parentheses, place value, decimals, square roots, exponents, and more. Factorials and the greatest integer function could also be used to give students a richer experience. As students find ways to combine fours, their number sense deepens and their creativity increases. The next step extending this activity might be looking for 10 ways to use four 4’s to create expressions equaling two. As students gain confidence in their math skills they are willing to explore new and novel combinations of numbers and their numerical flexibility improves. This is great news for teachers as our students are increasingly required to be able to see and 68 explore algebraic expressions. Give this a try and marvel at the amazing expressions your students will create. Tip: Have classes compete against one another. Assign fours to one class, fives to another, sixes to the next and so on. Materials: paper calculators printouts pencils butcher paper Again, tell the students that today’s math will be backwards. You will give them all the answers. However, tell them that they must come up with the correct problem to the answer, but in this variation, the challenge is, the only numbers they can use are four 4’s. For example, they can make a problem that produces the answer one in either of these ways: Challenge students to find other ways to make a problem equal to one. Next have them try to get the numbers two through ten. This will give you an opportunity to introduce the order of operations: a. Do work inside parentheses. b. Solve exponents. c. Multiply and divide from left to right in the problem. d. Add and subtract from left to right. For example, in this problem, solving correctly will result in an answer of 32: An acronym for the order of operations is P.E.M.D.A.S.: “Please Excuse My Dear Aunt Sally.” For more advanced classes, you can introduce exponents, roots, factorials, and the greatest integer function. Some examples of these are given below. 69 Have the students number a piece of paper one through one hundred (or whatever range you desire, ex. to 40). Note: people have managed to do this for 1000s of numbers!) Allow students to make up problems and write them on the paper by the correct answers. Share these with the whole class to get them started. Keep a classroom sample chart up on the wall with correct problems for each solution 1100 as they are found and verified. Students can volunteer solutions to various answers. Write them on the board and have the class verify them. Those that work can stay on the list or chart. You may wish to include multiple solutions to some answers. You may wish to have students work in teams of three or four. This project will take more than one day. Even advanced students will have difficulty finding all 100 answers in a week. Option: You might prefer to ask them to do ten problems per session. Discuss with students, if you erased the four 4’s in a problem and substituted four 5’s, would any of them have the same answer? Why or why not? Would four 9’s be easier or more difficult to use? Why? How many problems can you write that will have a solution of 1? Extension: This assignment can be repeated and/or modified using four fives, four sixes, and so on. Some numbers will provide greater difficulty. For example, while 44 is usable in some problems, 88 rarely is since it is too large a number. However, Note: For those teachers, ONLY, not students, that need a bit of help, some hints may be found here… http://www.wheels.org/math/44s.html and here http://www.mathsisfun.com/puzzles/four-fourssolution.html Have students brainstorm a creative way of presenting their upside and backwards math/four fours in “photo”/poster format. Have students use materials such as colored poster paper, construction paper, markers, scissors, and other supplies provided to create a neat finished product. You may wish to have the poster size fixed, to limit size. Don’t give out the art supplies until they are 3/4 finished with their 70 numbers and have an initial outline of their poster. Students can present their four fours in a variety of ways and allow groups to present their posters to the class. 71 72 73 What’s the Number? Create this game by using the famous "Guess Who?” Game (or the included printable board). Students must find the hidden number. Kids ask questions like Is the number greater than/less than....? Is the number between ___ and ___? Is the number in the tens place ____? etc. No two questions in a row can make the same comparison. Or students may ask in number sentences- - Is the number 5+1? Game 2: This time, the target student numbers, eg 6 . It is a question by stating a number sentence. So here: Is the hidden number is 5 + 1, 7-1 or 3 + 3 ...? etc. Or, to work multiplications: 2 X 3 (you cannot put that in this case the numbers corresponding to the multiplication result you want to work). 74 75 What Number? Earthquake Draw a 5 by 5 grid on the whiteboard and label each column from A to E and each row 1 to 5. Each team chooses a square, say “A5”; you ask a question you have previously prepared. Before starting the game choose three squares that won’t have any questions, and when a team chooses one of these, tell them an earthquake has just swallowed up some of their points– deduct 5 points. Writing Race This game is similar to the race mentioned above but in this case students race to the board to write a letter, a word, or a complete answer to a question. You can have each student write the complete answer or play it like a relay race where each student in the team only writes one word, then races to pass the marker to a teammate who must write the next one, and so on. Connect 4 When reviewing any concept or practice exercise, allow students to work individually on the assignment questions and concepts you’re practicing, ex. times tables, definitions, vocabulary. Then, split them into two or three groups (three groups is the ideal number for this game, although four groups is possible). Give students time to discuss their answers and instruct them to have only one answer for the entire group. 1. While the students are checking their answers with each other, draw a grid that is at least 5 rows x 5 columns on the board. Although you could have a slightly larger grid if needed, smaller grids won’t work as well. 2. Inside each box, write the number of a question (they don’t necessarily have to be in numerical order). If you have more than 25 questions, you can leave some questions as “bonus” questions, or draw a larger grid; if you have less than 25 questions, you can put up 12 “question” boxes where students must answer questions, and 12 “explanation” boxes where students explain why the answer is correct (this set up works great for error correction sentences), and a free space. 3. Explain to the students that the object is to answer four connected questions in a row, column, or diagonal line. 4. Allow them a few minutes to plan a strategy of which four questions they would like to answer. 76 5. Start with one group and allow them to choose one question to answer. If they are correct, they get their team’s initials in the space. 6. If they are incorrect, the space remains open for another team to answer. 7. Then, the second team chooses a space. 8. Remind the teams that they should play offensively to fill as many spaces as quickly as possible, but they should also consider choosing questions to “block” their opponents. 9. The first team to connect four spaces wins! If you have extra questions, these would work well as bonus questions. Have the numbers listed on the board outside of the grid, and tell students that if they choose to answer one of those questions, they can erase an opposing team’s initials from any box. To put their own initials in the box, they must wait for their turn to come again and answer a different bonus question. Human Tic-Tac-Toe Another interactive game to play with students is Tic-Tac-Toe. This game could work well with reviewing questions previously done with students, or this could be done by writing review questions the students haven’t seen yet. To set up this game, choose or arrange nine desks, sheets of paper, or other form of marker in the middle of the room in a 3x3 grid. Draw a 3x3 tic-tac-toe grid on the board as well to help students visualize the set up. Divide students into two teams and have them stand on opposite sides of the classroom (or sit in any extra desks off to the side that you may have). Explain the strategy of tic-tac-toe to your students, and inform them that since the middle space is the best location, that is where the hardest question will be, the corners will be medium difficulty questions, and the middle-outside locations will be the easiest questions. It’s helpful to number the grid on the board 1-9 so students can choose questions easily. How to Play: 1. The first team nominates one student to choose a spot on the board based on which location the team wants and how difficult of a question they would like to answer. 2. Tell the student to stand by the chair that (s)he wants. 3. Walk over to the student and show the question written on the note card, and set a time limit for that student to answer the question. Instruct the class that only that student may answer the question; the teammates cannot help. If the student answers the question correctly, they may sit and remain sitting in that spot. If the student answers the question incorrectly, they return to their team. You can either use the same question again for that chair, or have a new 77 replacement question for someone else to try. (I prefer having replacement questions as it can be too easy if students know the question in advance). The game continues until a team has three members sitting in a winning format. It’s a good idea to have enough questions prepared to play at least three rounds as students get very competitive with this game. Brilliant! Buzz! There are several different ways to play the Brilliant Buzz Review Game. This game can be used to review questions from any subject. Each student will need two cards- a brilliant card and buzz card or students can play in small teams. In that case, each team will need two cards- a brilliant card and a buzz card. Game Option 1: Read statements that cover the material from your unit. If the students think the statement is true- they will hold up a “brilliant card.” If they think it is false, they will hold up a “buzz card.” Example: There are three states of matter-solid, liquid, and syrup. Students should hold up a “buzz card” because this statement is false. If you would like, students can keep a post-it note or small marker boards on their desks to tally points correct. Game Option 2: This is played just like Game Option 1, except the students play in teams of 3-4 students and discuss the statement before holding up a card. Students can keep a tally for each point earned. Game Option 3: With this version you can ask questions from your unit. You can call on a student or team and have them answer the question. The other students or teams can decide if they agree or disagree with the given answer. If they agree, they will hold up the “brilliant card”. If they disagree, they will hold up the “buzz card.” Typically a scoring method for this option isn’t used unless the students are divided into teams. 78 Brilliant! Brilliant! Buzz! Buzz! 79 Brilliant! Buzz! Hit or Miss Materials: Review Categories chosen and prewritten on cards by Instructor A dice with stickers marked HIT, MISS, or Jester A 45 second timer (ex. sand clock from a game) Small pads of paper Pencils Optional: Double sided Hit or Miss cards for each player (Print out the included cards, cut them out fold them in the middle and glue or tape them together.) Score Pad Hit or Miss is played in rounds equal to the number of players. A different player acts as the leader each round. Before playing it’s a good idea to decide and agree on how strict to be about the exactness of matches (i.e., are synonyms acceptable?) 1. A card is selected by the Leader. 2. The timer is turned over by another player. Inevitably someone shouts out "Go." 3. Students rush to write down as many items as possible that fit under that category... 4. When time is up (Inevitably someone shouts out... Time's up!) and all must STOP writing. Scoring a Round Starting with the Leader and moving to the left, each player takes a turn rolling the HIT or MISS die and following one of three possible outcomes: NOTES: In a 3 or 4 player game, each player takes 2 turns. A player may only read an item from their list that has NOT already been read by another player. If an item is given that a player believes does not fit the category a discussion should take place by all players regarding the validity of the item and all players then vote whether or not to accept the answer. Majority rules. A tie goes to the challenged player. 1. If you roll a HIT, circle an item on your list that you think man other players also wrote and read it aloud to the group. The other players respond by saying HIT or MISS. Score one point for each HIT and write the total next to the circled item. Each player who had a HIT also circles the item, and they score 1 point. 2. If you roll a MISS, circle an item on your list that you think no one else wrote and read it aloud to the group. The other players respond by placing their HIT or MISS cards up HIT side up if they have a match and they did write it or MISS-side-up if they don’t. Score 1 point for each MISS and write the 80 total next to the circled item. Players with MISS cards don’t get any points but any player with a HIT (that did write it) circles it and gets 3 points for hitting on a miss! 3. If the dice lands on "Jester," the player may choose "HIT "or "MISS" with the selection governed by how he/she felt about the category. First announce “HIT” or “MISS” to the group and then follow the directions above based on their choice. After everyone has taken turns, all players total their scores for that round and announce them to the scorekeeper. Start a new round with the player to the LEFT of the Leader as the new Leader. Play continues as described above. Ending the Game: The game ends after each player has had one turn as Leader. In a 3 or 4 player game, each player will be the Leader twice. The Player with the most points wins. 81 Miss! Miss! Miss! Hit! Hit! Hit! 82 Here's a basic board pattern for use with your review games! 83 Bounce Back Here is how it works: Divide the class into two groups. Have the students organize their groups so that each student has a number. Then ask a question of the first student in group A. That student can answer for 5 points or he/she can bounce the question back to student 1 in group B. The student in Group B (student 1) will either answer for 5 points or bounce it back to student 1 in group A. If student 1 gets it right they get 10 points. Then the challenge went to the 2nd student in each group – but group B got to start the next time. The kids love the game because they get to take chances, trying to earn more points by “bouncing” the questions back. Bluff Again the class is divided into two groups. The teacher takes turns giving each group a question. When the teacher gives a question to group A, all the students who think they know the answer stand up. Then, the students in group B get to decide which of the students in group A should answer the question. If the selected student can answer the question, that group gets as many points as the number of people who stood up, but if the student cannot answer the question, then group B gets to answer (any student in that group can answer) and group B will get the same number of points. The fun part of this game is that student try and bluff the other team into thinking that they know the answer so they can push their points up! The teacher then alternates the teams who get to answer the question first. Sixes It requires 1 die per group of kids (6 kids works well), 1 pencil, and a piece of paper. The die is passed around the group and each person rolls, trying to get a six. The person who rolls a 6 takes the paper and pencil from the middle and starts writing the numbers 1-50 on a piece of paper (1, 2, 3, 4...). This person continues to write while the rest of the group passes the die still trying to roll a 6. When another person rolls a 6 they get the paper and pencil and begin where the last person left off in writing the numbers to 50. This continues until someone writes the number 50 and is declared the winner. It doesn't matter that the person before them wrote 1-49 and they only wrote the 50. The game sounds like it wouldn't be interesting but my kids LOVE to play. We have made it harder and more educational by having the kids write multiples of 2 up to 100 or 3's up to 150. My kids think it is a brand new game when we play 4's instead of 6's. Checker Challenge Take black and red checkers, place in small, solid color bag. Have students form 2 teams. Ask question. If student answers correctly, they get to pick a chip from the bag. BEFORE they pick the chip, they have to decide whether to apply points to their own team or to the opposing team (black chip is +2, red chip is 2). First team to reach 20 points is the winner. 84 Walking Flashcards Relay Some students learn best when engaged in kinesthetic activities that give them the opportunity to get out of their seats and move around. To create this game for your students, write key terms, questions, or problems in large print on index cards. On a separate set of index cards, write the definitions or answers with which those terms could be matched. Tape the term cards to one classroom wall, and the definition cards to an opposite wall. When students arrive in class, divide them into two teams. Line each team up in the center of the room. Tell the students that, when you say go, one member from each team will run to the term wall and select a term card. The team member must then run to the definition wall and select the card that matches with the term card they picked. Once the team member has selected two cards, he must take them to the teacher. If the match is correct, the next takes their turn. If the match is incorrect, the team member must go back and try to find the correct definition. The team with the most correct matches at the end of the game wins. AArgh-rithMetic The leader will determine what math facts the students are working on. The leader will clear the room to allow students to run to the black board. Students are placed into teams and move to the side of the room opposite the black board. Each time will need a different color marker. Instructions The teacher places the students into teams and says, “The name of the game is AARGH-rithmetic. I will call out a math problem and one person from your team will race to the board and write the correct answer on the board. We will continue until each person has had a chance to answer one question.” Rules/Directions 1. Leader will call out a math problem: multiplication, division, addition, or subtraction. 2. The first person on each team has to run to the board and answer the question. 3. The first team to correctly answer the question gets the point. 4. The marker is passed to the next person and another math problem is called. 5. The process continues for approximately 10 minutes. 6. The team with the most points wins the game. 7. The leader can subtract points from a team if a teammate calls out the answer. Variation(s) 1. Have partners go up to the board. 2. Use spelling words. Divide & Conquer 85 Rules/directions: 1. Students should line up with their group with plenty of room to move forward. 2. Leader will state a type of movement. For example: walking lunge, gallop, jump, or skip, etc. 3. Leader will then ask a division question (e.g., 100/10 = 10). 4. Group works together to figure out the answer. 5. The answer to the question is the number of movements the students will perform. If the answer is 10, students perform 10 movements (e.g., 10 walking lunges). 6. Students come back to the start position after each question. Variations: 1. Use addition and subtraction. 2. Use partners instead of groups of 4. Suggestions: 1. For multiplication, a large space is needed. 2. Students can use different movements to come back to the leader between questions. Down with Digits Preparation The leader labels four small signs in the following sequence and posts in the corner of the classroom. Sign 1 – 1 and 2 (walk) Sign 2 – 3 and 4 (march) Sign 3 – 5 and 6 (skip) Sign 4 – 7, 8, and 9 (slide) Instructions The leader gets the students together in the middle of the room and says, “The name of this game is Down With Digits. There are four signs in different parts of the room, labeled with different numbers and movements. I will write a number on the blackboard/poster board and ask a question about it. When you think you have the correct answer, move toward the sign that has the correct answer while performing the movement that is written on that sign.” Rules/Directions 1. Leader will write the number on the blackboard/poster board and ask the question. Given the number 2,438, which number is in the tens place? 3 (march) Given the number 1,507, which number is in the ones place? 7 (slide) Given the number 2,678, which number is in the hundreds place? 6 (skip) Given the number 54,678, which number is in the thousands place? 4 (march) Given the number 8,762, which number is in the ones place? 2 (walk) Given the number 977,234, which number is in the ten thousands place? 7 (slide) Given the number 23,867, which number is in the tens place? 6 (skip) 2. The students use different locomotor skills (indicated on the signs) as they move to the corresponding signs. 86 Variation(s) Use a variety of locomotor and nonlocomotor skills. Locomotor skills nonlocomotor skills Walk skip knee lifts boxing March slide kicks jumping jacks Jog hop soccer kick squats Step touch jump twist Suggestion(s) 1. This activity can be used in other academic content areas as a review. 2. Usually four signs placed in different parts of the room are enough, but sometimes three or more signs are appropriate, depending on the curriculum. Reflection(s) 1. The leader can review the place values of numbers. 2. The leader can review the difference between a noun, verb, adjective, and pronoun, etc. The leader labels four small signs in the following sequence and posts in different parts of the room. Leader should review the signs before starting. Sign 1 – noun (walk) Sign 2 – verb (March) Sign 3 – adjective (skip) Sign 4 – pronoun (slide) Jumping Jack Flash Preparation: Prepare large cards or posters with numbers on one side and different mathematical equations that will equal the number on the back (e.g., 9 on the front and 3 x 3, 4 + 5, 18 ÷ 2, etc. On the back). Rules/directions: 1. The Leader will begin by holding up a card with the number facing the students. 2. Each set of partners will then decide how they will calculate the number by jumping rope and using the appropriate mathematical function (i.e., add, subtract, multiply, or divide). 87 3. After both members have jumped rope the team will shout out the function they used to calculate the number. For example if the number is 15 one student may jump rope 5 times and the other student jump rope three times. Then both teammates would shout “Multiply”. Variation(s): Game can be done with more students in each group, but each student must jump some to get to the number flashed using multiple operations (e.g., 9 = 3 x 2 + 3). North, South, East, & West Rules/directions 1. Create a list of cities located in this state. 2. Once the city has been identified, also note in which direction the city is located from your current location. 3. Write or type out signs that read: north, south, east and west 4. Place one sign on the wall on each wall of the room. 5. Students would then gather in the middle of the area. 6. The leader would call out a city. 7. The students would then guess, by running to the appropriate sign that corresponds to the direction that city located. 8. Students then come back to the middle of the room using a bear crawl. Variation(s) 1. For older students, you could use countries and compare where that country is located compared to another country. 2. States can also be used. 3. Use different movements for each direction. Trashketball Play review basketball with your class. Divide the class into two teams and put lines on the floor at one end of the room marked 10, 20, 30. Put an empty trash can at the other end of the room. Teams line up on different sides of me and take turns answering questions. If the answer is correct they get 10 points 88 and can shoot for additional points. If they make it they get the number of points on the line in front of their front foot. If not they go to the end of the line. Hoop de Loop This game involves paper airplanes and a hula hoop. Have each student make a paper airplane. (If a student tosses his plane before the game starts - he's out. They won't do it. They want to play.) Line the students up, sitting on the floor. They should be holding their airplane. Starting with the first student, ask them any review question you can think of. If they get the answer correct, they get to try to throw their plane through the hula hoop that you hold up in front of them. If they get the answer right AND get their plane through the hoop, they score one point. (Someone needs to keep a tally on the board.) Student with most points wins a prize. This works with approx ten students. For larger classes, split them up into teams and have them take turns. Anyone Who? Go through the review materials and pulled out key questions. Ex. In social studies it might be events, people and facts from the current chapter. Formulate review questions such as: “Anyone who knows who Jefferson Davis was.” “Anyone who knows the outcome of the treaty of Guadalupe Hidalgo.” “Anyone who knows what the Pickwick Papers where.“ “Anyone who can name the confederate states.” Write them on index cards and place them on the question asking spot. In the traditional version of this game the question asking spot is the middle of the circle (there is one less spot marker than people playing). The person in the middle asks the question and or would be the one to answer. Because this can be very intimidating to some participants you instead create a bright colored spot on the perimeter of the circle next to everyone else that is the “question asking spot” or “hot spot”. So, when a question is asked (by the teacher) everyone who knows the answer or agrees with the statement or has had the experience (depending on how you play) moves. Whoever ends up on the hot spot gets to answer! It works not only as an active review method but also can lead to engaging conversation, application of the subject material and served as a formative assessment. Scholarly Squares In a spin-off from television's "Hollywood Squares," teams of students select "stars" from among their peers and agree or disagree with their responses to review questions in order to achieve three X's or O's in a row. 89 Materials: review questions and answers nine sheets of plain paper marker stapler In the pattern of the television program "Hollywood Squares," this review game calls on students to play the roles of "stars" and team members as they try to obtain three X's or O's in a row. In preparation for the game, select several review questions with answers. Fold in half a sheet of heavy construction paper or oak tag. Open up the sheet and draw in big X in one section of the folded page and a big O in the other. Do the same thing with eight (8) additional sheets of paper. Place those sheets on nine desks arranged in a square of three rows of three desks each. The blank side of each paper shape should be displayed in front. As questions are answered, the persons ("stars") seated at the desks will fold the sheets inside-out to reveal the X or the O. Draw names or select nine students to serve as the game's "stars" who sit in the nine desks. Divide the other students evenly into two teams, and choose one team to go first as "X" and the other as "O." The first team selects a "star," and the teacher asks the chosen student a review question. The star gives an answer. The team members discuss the question and answer briefly, then decide to agree or disagree with the answer. Then the teacher reveals the correct response. If the answer is correct and the team agreed with it or if the answer is not correct and the team disagreed with it, the "star" turns the paper on his or her desk inside-out to reveal the "X." If the team did not agree with the star's right answer or agreed with an incorrect answer, the star's paper remains blank. The "O" team takes its turn and play continues In the next game, the "O" team becomes the "X" team and goes first. You may also rotate new students into the role of "stars." For more fun, have students choose popular (and appropriate) personalities to imitate when they are "stars" for a game. They could write the names of those personalities on their paper displays, so that the teams can address them "accurately"! Heads Up, 7 Up, Review! Materials: 90 Review Questions In the traditional game of "Heads Up, Seven Up," seven students stand at the front of the room while all others close their eyes and place their heads down. The standing players roam the room, and each chooses one seated student by gently tapping his or her head. When all selections have been made, the seated students who have been tapped stand up. Each student has the opportunity to guess which of the seven at the front touched his head. If the guesser is correct, he trades places with the student who tapped him. If the guesser is wrong, he sits down. Now take the "guesswork" out of this game and add the aspect of review. Randomly show individual students math facts flash cards until seven of them have offered a correct answer, and send these players to the front of the room. Announce that students at their seats should put their heads down and close their eyes. Have the seven players make their choices among those seated; each student should tap a seated student on the head. When the seven "tappers" have returned to their positions at the front of the class, ask the seven students who have been tapped to stand. Instead of asking the students to make guesses about who may have tapped them, show each one a flash card or ask them a question. If a student answers the problem correctly, the child who tapped her sits down, and she goes to the front. If the answer is incorrect, the student remains at his seat and his chooser stays at the front. The round is completed when all of the tapped students have answered a flash card and heads are put down. Then another round begins. Math facts aren't the only questions that can be used with this game. Try review questions in any subject, spelling words, vocabulary, and more! Speed Rounds Count the students off into groups of 3-4 students. Each group gets an answer sheet for the game (a piece of colored paper with a letter, A, B, C, D, …) at the top. Make a “scoreboard” on the board to tally the results of the rounds (12 in this case) that looks similar to the following: 91 For each round, the students work with their group to come up with an answer they can all agree on. Group A writes this on their answer sheet, Group B on their answer sheet, etc. If a group does not want to submit an answer they can write “HOLD” or just hold on to their sheet for the round. When all answers are in, put up the answer and, if necessary, work through the problem or discuss why a certain answer is the correct one. By the end of the game, the scoreboard might look something like this: 1 vs. The Class This game is played much like the television show “1 vs 100”. The aim of the game is for one contestant to answer questions against (class size) others and eventually try to eliminate them all. Materials: Color coded answer cards (with A, B, C, & D) or thumb cards for each of the “mob” members. Copy templates onto colored paper (cardstock is preferred) Review question ranging in difficulty with multiple choice answers. Procedure: 1. Randomly select one person to be the ”one”. The rest of the class becomes the “mob”. 2. Play begins by the “one” being asked a question. The player and the mob answer using their color coded cards displayed at the same time. Give a time limit to answer— like 15 seconds. 3. If the “one” answers the question correctly, any “mob” players that also answered correctly remain in the game. The wrong answered players are eliminated. 92 4. The next question and each succeeding question increases in difficulty. After correctly answering the first three questions, the “one” may choose to leave the game with their acquired points only before answering the next question. If they choose to go on and cannot answer the question then the “mob” wins. 5. If “one” answers incorrectly, his turn is finished and the “mob” (whoever is left) wins. 6. Points are awarded from low (for the easier questions) to high (for the harder ones.) The “one” accumulates points as he/she answers correctly. Whatever points have been accumulated when the “one” answers the question incorrectly are split between the remaining “mob” members or awarded to each mob member equally. The “one” receives no points. 7.Play ends when the “one” has eliminated the “mob” and receives all the points. Note: Color coded cards or Thumb Cards for each player are a must. Students need to hold up card high to help avoid last minute changes in the answers. 93